I made an Android app in it, a collection of musical instruments to play. The engine was a joy to work in. Everything in its API is laid out neatly and easy to remember. The code-only experience fits me perfectly - instead of stringing together some static assets I can focus on procedural animations and fun dynamical behaviors. The result feels more alive, like what Bret Victor describes in "Stop drawing the dead fish" talk.
Using LÖVE on Android was also pretty effortless. I could fire up a mobile text editor and fix Lua bugs or tweak animation constants. Every desktop feature worked the same on the phone. I could even tweak the audio framework to get optimal latency values. I would never get the chance to tweak under the hood had I chosen some closed source engine.
Since then I've "graduated" to 3D with LÖVR. It is completely different code with the same philosophy of surface simplicity and ample room for growth.
The next step would be to try LÖVE's official interpreter [1] and see that it runs. That app & the docs are actually all you need to develop a full application right on your mobile phone. You could fetch Hexpress's source code and put it on the /sdcard/lovegame and the official LÖVE interpreter should run it fine, just with more latency.
If you'd like to pursue this further, please reach out on GitHub issues.
Using LÖVE on Android was also pretty effortless. I could fire up a mobile text editor and fix Lua bugs or tweak animation constants. Every desktop feature worked the same on the phone. I could even tweak the audio framework to get optimal latency values. I would never get the chance to tweak under the hood had I chosen some closed source engine.
Since then I've "graduated" to 3D with LÖVR. It is completely different code with the same philosophy of surface simplicity and ample room for growth.