In my game I've added a lot of commands after the jam to the console, that let me cheat or debug. Although the noclip command was added during the jam and it's accessible there. On top of that I've been using the default commands of qASIC (library of tools that includes the console that I've wrote myself half a year ago and soon will be releasing lol), so yes, you can do things like change options, which you had to use form day one, because the settings were broken and you couldn't set the resolution. Today I've thought about going through all of them and explain their use and how they were created.

Noclip
This was the command present from day 1. Before we had everything working I had to make levels, with nothing, so I've made the layout, turned on noclip and drew over screenshots. Also we've used this for testing fall damage, so that we didn't have to restart the game every time we've made an adjustment.

AI
The AI command was added for taking screenshots and if someone wanted to use the day 1 AI which was really broken. The new AI used path finding (sort of) so that you had to use the puzzle elements and not just exploit it. Or also in the case of the infamous level4, just walk and be confused on how you've solved it. You can set the AI level where, 0 - none; 1 - jam version; 2 - post jam version
https://www.youtube.com/watch?v=DQEre3WIELI
AI debug
This is a special one. Aidebug toggles the debug text above the fragments. This was used while creating the post jam AI with path following. You can see the current target (player or a point), distance and state. This has been used frequently since then.

Speed
This is a pretty self explanatory one. Speed changes your speed. Mainly created for trailers (if there will be in the future). With this you can do slow pans, or just zoom through every level. I don't have a screenshot for it, but you can try it out if you want to see (not sure if it's in the latest version, update coming soon)
Interaction
This was also created for trailers. This disables all interaction and visual responses. Quite simple.
Kill
Another simple one. Kills the player. This was added for testing the post death elevator bug (where you could die and still pass the level if you made it in). If you want to die, then I guess that's the one for you

Stop music
This was quickly added, because my minor annoyance with the long dialogue that played even when jumping scenes (which I do frequently. Thanks qASIC). If you will ever see me type in sm into the console, now you know.
Was it worth it?
This might seem like a waste of time, or that it's unnecessary. I've heard it a lot, but trust me. This thing saved me so many times before. Even when I'm bored I implement some and later they prove to be very useful. Although I understand the difficulty in creating your own system for it. There are assets you can use, but they most of the time cost money. I've created my own using reflections (just write separate scripts for every command) and you can check it out if you want. I hope to release v0.1 soon, with resolved bugs and better ease of use. Also I'm planning on rewriting the documentation, because it's really rough.