Hmm. You are right though, rpgmaker makes it easy. Windows is the easiest.
Android/web I pack it and it seems to work on phones so far.
Mac is the hardest. Don’t I need to repack it? That’s what is confusing me. I deploy it, it gives me files, and then what? Don’t you convert it into ipa? Or I’m I trying too hard and doing it wrong?
I’m sure you have seen what rpgmaker spits out when you deploy a Mac version?
I didn’t ignore anything you said. Everything you said is helpful since I have noticed game slowly increasing size
The idea behind dependencies as I'm sure you already understood is something you just provide once and is not something you're supposed to run (libraries). For Windows, we usually have DLLs. It also includes binary files (I'm a complete idiot when it comes to nwjs because I hate that shit so apologies if I'm spouting complete nonsense) that Node.js, or webkit, or whatever-the-fuck Chromium pretends it requires even when you're not going to touch it at all. (Same reason I go crazy at people using jQuery for their one-liners really, problem is here, you don't even have a choice, as unless your audience has RMMZ, they will also need those goddamn DLLs that aren't even intercompatible - neither backward nor forward - to get the thing to run, except for JUST one, D3D compiler if they already have it installed, which is true in most cases...)
The hardest part without a tool is removing the duplicate files manually, with a script or with one of the tools I mentioned earlier. Make sure you target your project's root when doing this so you don't end up accidentally removing duplicates your game uses (duplicate assets with different names are a thing, a very bad dev habit as this should normally not exist, and if one of them is missing, nothing will run and the user will get a 404 in the console and a nice missing file: <filename> in the process). If you're including dependencies, this also means you'll be removing the stuff you don't need, and since RMMZ is fucking dumb and bloated (everything went south after RPG Maker 2000), it will - by default, and there's no way around it without modding it, and if you bought it on Steam, why hello there DRM don't fuck with this or forget about all the DLC you've bought, Valve knows what's best for you and we reserve the right of lubing your backdoor - include all of the dependencies. AGAIN.
But yeah, for Mac and Android application-based deployment, it gets a bit more complicated. IPA and APK just are archives in the end, but you can't exactly tamper with them too much without breaking things.
So, the tl;dr is, this may help with the Windows version but... this might not work so well for Mac and Android application users unless they use the browser version, as it doesn't even have dependencies at all, so you don't even have to worry about anything there and the web version already is as small as it can get as far as I can tell.
(For zoners going what the fuck are they talking about and is this related to Death's Punishment, not really, lol. The point is you guys probably have myriads of nw.dll files sitting around and never paid attention and just decided to buy more storage when you can literally save gigabytes depending on how many games you installed and your file system will thank you for keeping it clean.)
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