For example, here's a fun thing I did last night - added support for capturing screenshots and animated gifs directly in the game. (It's not in the public version yet, but I'll upload it when it's more presentable.)
To make animated gifs, most people use screen recording software and then convert to gif. I don't like that workflow because it's hard to keep a consistent framerate throughout the chain, especially if you're capturing on a 5 year old laptop like mine. Since my game uses HTML5 and Canvas, I wondered if I could just dump the canvas state at successive frames, encode it as a gif with JavaScript, and stuff it into a data URI.
Turns out there's already a library for the hard parts:
https://github.com/antimatter15/jsgif. Though if I try to encode on the fly, even with a tiny size of 480x300, everything slows to about 3 frames per second. But if I build up a buffer of ImageData objects and encode only at the end, the game plays normally, though the encoding step takes a couple minutes.
Implementing the whole thing took me about an hour. Right now, in my home build of the game, pressing S instantly opens a screenshot in another tab. Pressing G starts recording a gif (at a fixed framerate of 60fps) and pressing G again stops recording and opens the gif when it's done. Then I just upload it to imgur, that's how I got the gifs above :-)