Quick answer: Distribute the full folder as a proper archive/installer, code-sign the executable, and give affected players GPU flags and whitelist steps while you capture failures with logging.
NW.js wraps your game in Chromium, so player-side launch failures look like 'nothing happens'. The causes are packaging and environment. Here is the triage you can run remotely.
How to fix it
1. Verify the shipped layout
Every file from the export must ship — package.nw/assets beside the exe; players extracting 'just the exe' from the zip reproduce exactly this. Prefer an installer or instruct full extraction.
2. Sign to survive antivirus
Unsigned Chromium-shell executables get quarantined aggressively; code-signing plus vendor false-positive submissions (as with any engine) cuts the failure rate sharply.
3. Provide the GPU fallback
For machines with broken GPU drivers, launching with --disable-gpu (or in-game low-graphics shortcut) confirms driver-related failures — and driver updates fix the rest.
4. Capture logs from the wild
Enable Chromium logging or wire error tracking into the game so failed launches produce evidence — 'does not launch' reports become fixable when the log names the module.
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 Construct 3 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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.