Quick answer: Watch for crashes from unhandled errors, lost progress when something goes wrong, catastrophic rather than recoverable failures, and errors propagating instead of being contained. Good error handling turns crashes into recoverable hiccups.
How your game handles errors determines whether an unexpected condition becomes a crash or a recoverable hiccup. Here are the signs your game is not handling errors well.
Crashes From Unhandled Errors
A sign is crashes from unhandled errors, conditions the code didn't anticipate or handle (a null, a failed operation, an unexpected value) crashing the game instead of being handled. If many of your crashes are unhandled errors that could have been caught and recovered from, the game isn't handling errors well.
Bugnet captures crashes with stack traces, so unhandled errors crashing the game are identifiable. Crashes from unhandled errors are a sign of poor error handling, and capturing the crashes with stack traces (showing the unhandled error and where it occurred) reveals which conditions are crashing the game unhandled, so you can add the handling (a guard, a recovery) that would have turned the crash into a recoverable situation.
Lost Progress and Catastrophic Failures
Signs include lost progress when something goes wrong (a failure that erases the player's progress instead of failing safe) and catastrophic failures (the game failing in damaging ways, lost progress, getting stuck, crashing hard, rather than recovering gracefully). Both signal the game fails unsafe, not protecting the player when errors occur.
Bugnet captures crashes with context, so failures that lose progress or fail catastrophically are identifiable. Lost progress and catastrophic failures are signs the game isn't failing safe (handling errors well means failing safe, protecting progress, letting players recover), so capturing these failures (the crashes that lose progress, the catastrophic ones) shows where the game fails unsafe, so you can make those failures safe (protect progress, enable recovery).
Errors Propagating Instead of Being Contained
A sign is errors propagating instead of being contained, a problem in one place cascading into crashing the whole game, rather than being caught and contained locally. If errors aren't contained (a single failure takes down the game), the game isn't handling errors well, lacking the defensive containment that limits a failure's blast radius.
Bugnet captures crashes with stack traces, so propagating errors are traceable to their source. Errors propagating instead of being contained are a sign of poor error handling, and capturing the crashes with stack traces (showing the error propagating from its source to the crash) reveals where errors aren't contained, so you can add the defensive handling (catching and containing the error) that prevents a single failure from crashing the whole game.
Watch for crashes from unhandled errors, lost progress when something goes wrong, catastrophic rather than recoverable failures, and errors propagating instead of being contained. Good error handling turns crashes into recoverable hiccups.