I think there might be a mismatch between the physical pixels that glfwGetFramebufferSize returns and the virtual screen pixels that glfwGetCursorPos returns, so a scale needs to be applied when mapping clicks on UI elements
glfwGetFramebufferSize
glfwGetCursorPos
Yeah it’s definitely something like that. Not an easy post-submission fix unfortunately.
The game isn’t designed to be full screen either, it’s intentionally small, but maybe that looks rubbish on a retina display?
Well, it’s quite smol on the screen, but I played it for a bit like that. Cool game!
Thanks so much for the effort ☺️