I personally believe that Love2d is the best modern framework to learn and teach game dev with.
The only drawback is that it is a little bit too minimalistic for situations like shorter game jams where people with more kitchen-sink engines like Godot will have a much easier time. For example there is no native way to support multiple resolutions/fullscreen as well as lack of accessibility features. These things can be easily implemented or you can find libraries but it is definitely a concern.
On the other hand, learning Love2d first, paid huge dividends in my game dev journey because I learned how to actually program instead of relying on cobbling together engine features. And for the right project, especially those where a predefined engine structure does not not fit, it can still be the most productive choice.
> And for the right project, especially those where a predefined engine structure does not not fit, it can still be the most productive choice.
Right on. While interning at an oil refinery, I developed an application in LÖVE that processes and displays data from spectrometers. In hindsight it may not have been the wisest choice, but hand rolling all the GUI elements I couldnt force out of the Nuklear[0] bindings for LÖVE gave me a strange sense of satisfaction.
The only drawback is that it is a little bit too minimalistic for situations like shorter game jams where people with more kitchen-sink engines like Godot will have a much easier time. For example there is no native way to support multiple resolutions/fullscreen as well as lack of accessibility features. These things can be easily implemented or you can find libraries but it is definitely a concern.
On the other hand, learning Love2d first, paid huge dividends in my game dev journey because I learned how to actually program instead of relying on cobbling together engine features. And for the right project, especially those where a predefined engine structure does not not fit, it can still be the most productive choice.