I am a somewhat LÖVE veteran but I have gone in the opposite direction: LÖVE is *too powerful* me :).
I gave PICO-8 a try and ... I found peace.
The strict limitations are strangely liberating. Asset production (one of the most time-consuming parts of game development for me) is a breeze when you are limited to a 8x8 image and a 16-color palette. A similar thing happens with sound and music.
It is the missing link between developing a text-based roguelike and LÖVE.
Then there are a lot of small details like the fact that sin and cos return numbers in the 0..1 range instead of 0..2Pi range. And there is a reason for that (most things in Pico-8 work on the 0..1 range, it saves tokens). And there are "secrets" as well. It might not be something that I would use to create a commercial product, but it is FUN.
I gave PICO-8 a try and ... I found peace.
The strict limitations are strangely liberating. Asset production (one of the most time-consuming parts of game development for me) is a breeze when you are limited to a 8x8 image and a 16-color palette. A similar thing happens with sound and music.
It is the missing link between developing a text-based roguelike and LÖVE.
Then there are a lot of small details like the fact that sin and cos return numbers in the 0..1 range instead of 0..2Pi range. And there is a reason for that (most things in Pico-8 work on the 0..1 range, it saves tokens). And there are "secrets" as well. It might not be something that I would use to create a commercial product, but it is FUN.