Regarding small bugs: if you encounter a game breaking bug, but you want to see if there is another one later on, or just progress a little further before a patch is made public, you can download Twine and load the HTML file into it, then edit the right scene and try to fix it. The scenes in this game are labelled nicely, you can just look a round until you find the bugged one based on the name.
Usually there is no convoluted javascript error, but rather a misplaced or missing macro (the game often even tells you which macro). There is no syntax highlighting or helpful indentation, as far as I know, but you can count the <<if>> and <</if>> statements and figure it out (you can even test the block you are editing for syntactical correctness).
Afterwards, you can export the fixed game into the same folder, and edit the address bar in the browser (while the game is running), thus load the new html and you'll be in the same state as before and continue playing.
So, you can actually live patch your running game. And it's probably the easiest engine to do this.
Usually there is no convoluted javascript error, but rather a misplaced or missing macro (the game often even tells you which macro). There is no syntax highlighting or helpful indentation, as far as I know, but you can count the <<if>> and <</if>> statements and figure it out (you can even test the block you are editing for syntactical correctness).
Afterwards, you can export the fixed game into the same folder, and edit the address bar in the browser (while the game is running), thus load the new html and you'll be in the same state as before and continue playing.
So, you can actually live patch your running game. And it's probably the easiest engine to do this.