What would be the point of that? The only fun in the game (besides the fact that it works at all) is finding the new gear and getting the achievements. If you just edit your character, then you may as well not even play.
Cheating single player is only affects the player themselves. But when it comes to online, multiplayer, then cheating/codes need to be restricted. It's more from a sustaining/profitability point of view – nothing drive users away when they first log on and see everyone running around looking identical and having the best items obtained with just a few key strokes.
I guess the OP's comment of local storage was also to point out the 'flaw' since it is for a multiplayer game.
Random idea: write a brand new game that talks to the Browser Quest server. Use the input of other players moving around as input into your own game (maybe some sort of ambient art thingy).
The client server protocol only lets you specify arbitrary equipment when you connect. To change equipment during the game, you have to Types.Messages.LOOT a dropped item.
LOOT is an action in the client server protocol - you can't easily use it. The important part is that you can only equip an item that is available to be picked up, unlike when you first connect. You can specify any weapon and armor when you first connect, which is why editing the local storage works.
I actually did this in Chrome by just opening up the developer console, clicking on the Resources tab, and modifying the value directly. You'll see Local Storage under Databases in that tree on the left.
I did the same thing. You can actually change the weapon to "flask" (so it doesn't show up) and armor to things like "boss", "rick", "nyan", etc. "Rat" is pretty fun too.