Quick answer: Confirm the frame ends with flip/update, order the frame fill-draw-flip, and verify blits target the screen surface with on-screen coordinates.
The black screen with no error is the beginner's wall, and it is nearly always frame structure rather than a real bug. Four checks resolve it. Here they are.
How to fix it
1. End the frame with flip
Drawing modifies a back buffer; pygame.display.flip() (or update()) publishes it — a loop without it shows the initial black forever.
2. Order: fill, draw, flip
screen.fill(bg) first, then blits, then flip — filling after drawing erases everything, a common shuffle when code moves between functions.
3. Blit to the display surface
Drawing onto a loaded image or intermediate surface does nothing visible unless that surface is blitted to the screen — check every draw call's first argument chain ends at the display.
4. Sanity-check coordinates
A camera offset bug can place all drawing off-screen — blit one test rect at (50, 50) with no offsets; if it appears, your math is the issue, not the pipeline.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Pygame error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.