Actually, the app was both NwJs AND Electron based, but at some point, but I dropped NwJs support to clean up the code and only kept Electron.
But all Electron related calls are easy to locate and you could use compiler conditions (just like I did before) to use something else (ie. to open a system dialog or display a page template).
Yes, the code base is Haxe and it "transpiles" to JS + node + electron. The idea is I'm more comfortable with Haxe but I really wanted to have a ~somewhat~ future-proof technology for the app (ie. JS/HTML5/CSS)
The output file is pure JSON, and I tried to make it legible and easy to parse for quick use cases. So it should be quite simple for any game dev out there with basic parser knowledge to make its own importer. But at some point, I plan to try to have a proper "official" importers for major engines, to make devs life even easier.
I agree: sometimes, making tools during a game dev process gives you a LOT of insight on what is going wrong in a project. Happened many many times to me :)
My 2 cents on this one :) The Haxe core team is made of great coders, but not so great marketing guys. On day one, a proper game engine with decent documentation should have been a thing, but yet, as of today, it's quite rough to get into Haxe. I've tried to do my share by posting some tutorials, guides & open source projects (like LEd or GameBase), but it's a long road :)
But all Electron related calls are easy to locate and you could use compiler conditions (just like I did before) to use something else (ie. to open a system dialog or display a page template).