I may have some additional information for developers using NW.js / RPGM MV etc.:
- Recently I tried to play
Peasent's Quest by Tinkerer on my Linux system. I couldn't play it because Tinkerer had to package up all game files (assets, scripts, etc) into a single .exe for license reasons and Wine wasn't able to run the game like that. The solution was to extract all data from the .exe file (I asked Tinkerer for permission) and using the nw.js runtime(?) and copying it into the game directory as mentioned in the OP. So my request to the game developers is - if you want your game to be playable on Linux systems (but for some reason can't build it directly for Linux), please don't package the assets with the .exe file. I've seen other MV games which used an encryption system where the assets got packaged up into "*.rpgmvp"; "*.rpgmvm"; "*.rpgmvo" by the engine - those games work just fine using Wine.
- Also with
Peasent's Quest I discovered a bug which caused the game to crash on Linux systems when it tried to load a specific image file. The reason for this was an "hard-coded" file path in an .json file which worked on Windows but not on Linux or Mac. To get a bit into detail, many engines (and programming languages of course) are built with multi-platform support in mind. They offer own ways to resolve these path problems by offering own filesystem functions which can translate given paths for different systems or even go around paths all together by just asking for a filename and file type and then have preset directories for each file from where they get loaded from. If there's such a functions or a prepared workflow for this stuff in your engine - use it. Don't hard-code paths into your scripts. This just leads to unforeseeable behaviour and possible bugs on all operating systems.
Hope this helps a bit.