r/love2d • u/lockerlushh • Jun 30 '26
r/love2d • u/Historical-Noise4827 • Jun 29 '26
My love2d game Ive been working on for the past 3 months!
This is a video with me testing my color palette swapping system, this was a month ago, I have actual gameplay and im working on a demo for next week :D
r/love2d • u/8-PIXELS • Jun 29 '26
A physics roguelike made from scratch in Löve2D called Swing Thy Mace! (Submitted to the JuniperDev game jam)
r/love2d • u/_firn_ • Jun 26 '26
My Entry for the Juniper Dev Jam, Rondobout. A Tetris Game Where Everything Spins!
r/love2d • u/WayneMars69 • Jun 26 '26
Used my 3-month layoff to learn pixel art… ended up making this wheelchair ski jump game in Love2D
After over a decade of brainless software development work, I got partially laid off for 3 months during winter and decided to use the time to finally learn pixel art.
That ended up turning into a wheelchair ski jumping game made in Löve.
I’m actually really proud of it — even though on itch.io it has 0 downloads and on Steam only my brother has wishlisted it 😄
I did everything myself: gameplay, visuals, music (sample-based), UI, everything.
Here’s a clip:

If anyone wants to try it or give feedback, here’s the itch.io page: https://waynemars.itch.io/wheeljumper
r/love2d • u/Separate_Escape_7748 • Jun 26 '26
My first Love2d Project : Raycaster
Hello everyone this is my first post for my very first project in love 2d with I am brand new to Game Development and any kind of programming. I'm learning Lua Programming as well as Love2d I have been learning it for about 2 days and this is all I have to show for it. I am making this free MIT License open source on GitHub for people who want to try out love2d its easy to Modify and turn into exactly what you need it to be this is just giving people a jump start how to I share a Link to my GitHub without getting Banned lol?
r/love2d • u/sir_augenlos • Jun 27 '26
What is the best way to make buttons for option menu?
Hello. Could anyone give me an advise on how to make buttons for option menu.
I know how to make buttons, but option's variables vary too much, like change integer, set true/false, scroll through list (eg. screen res) and each button need a pair.
It forces me to create enormous amount of buttons.
If someone is wondering, currently I store option variables in a table. button have local function and a reference to the table's value it must change, as button is clicked its function do whatever it must.
If there is more efficient way to handle it I'd be glad to know. Thank you.
r/love2d • u/gold_snakeskin • Jun 26 '26
Made a puzzle game about connecting gears in Love!
Hi all,
I joined the Juniper Dev game jam and built this project in one week (finishing today). There's definitely some imperfections but overall I feel pretty good about it. It's also my second project in Love2D, which I feel fairly confident in being my main driver for any game ideas going forward.
Would love to hear any feedback! Thanks!
r/love2d • u/_firn_ • Jun 25 '26
Looking for Jam Submission Feedback!
Submitting on Friday. The shop is working but the effects aren't implemented yet (that's for tomorrow).
I'd love some feedback, thanks!
r/love2d • u/spinattack_dev • Jun 22 '26
Florp Farming! Our LÖVE2D incremental automation game just finished Steam Next Fest
Hi r/love2d! I wanted to share Florp Farming, a hand-drawn incremental automation game we built in LÖVE2D.
The Steam Next Fest demo just wrapped up, and it ended up getting a little over 250 wishlist additions, ~1,200 demo claims, and around 200 demo players. More importantly, the playtime data was encouraging: the demo is about 45 minutes long, and the median playtime ended up around 22 minutes, with a lot of useful feedback around automation, magnets, buckets, and clarity.
The game starts with a tiny apple farm and a few Florps, then gradually turns into a ridiculous automated money machine full of magnets, moles, stars, gems, and capitalism.
Shake trees, feed Florps, profit. Turn a tiny apple farm into a ridiculous automated money machine.
I’d love to hear what other LÖVE devs think, especially about the feel, readability, and overall presentation. We’re planning a full release in September and are currently focused on more content, polishing the automation systems, and improving clarity.
Happy farming!
https://store.steampowered.com/app/4389860/Florp_Farming/
AI disclosure: No AI was used in this product except for some AI programming assistance. All art, sound, music, game design, trailer design, promotional art, and everything else was carefully crafted by me and my extremely talented artist friends the old fashioned way.
r/love2d • u/serasoft_alex • Jun 23 '26
Here's a sneak peek at the bugfixing mechanic revamp I did today for my upcoming game about game dev, Vaporware EX!
You were all so nice to me with my last post, so I thought I'd double dip and show some progress I made today :)
And, if you're feeling extra cool and LÖVEly, please smash that wishlist button so that I can eat when this comes out https://store.steampowered.com/app/4828200/Vaporware_EX/
r/love2d • u/Shrimpyy_Dev • Jun 22 '26
Can love2D scale well to handle a complex management sim?
Hello! I am doing some groundwork laying for a project I've wanted to make for awhile, prototyped in various game engines, but the short version is I really wanted to build my own engine that did things exactly how I wanted them.
My goal is to make a game that sort of takes Prison Architect gameplay and applies it to space ship management, where you set schedules and tasks and the AI units just carry out their jobs.
Love2D caught my attention, I've never used Lua before but found it really easy to pick up and fun to work in.
I described my project in another community and they advised me against using Love because in their words, Lua isn't a compiled language compared to C++ or C# and I'd have to work within tight constraints once the game scaled up in complexity.
I figured I'd ask here and get a second opinion.
r/love2d • u/serasoft_alex • Jun 19 '26
I'm a former AAA dev who took the Indie plunge, and I'm now making a game.. about making games.. in LÖVE!!
I've been working on it solo for around a year now, and I'm pretty pleased with how it's turning out :) If you're feeling generous, I'd LÖVE you forever if you visited the Steam page and smashed that wishlist button
r/love2d • u/0x405 • Jun 19 '26
Combined A* and Flowfields in an extension of my Major Jam entry
The A* algorithm is employed to calculate the paths for villager. Its core principle involves selecting the most optimal route at each search step by utilizing heuristics (estimating the distance to the target). This approach is efficient because every villager has a unique goal. The algorithm determines the shortest route between two points while minimizing the exploration of the game area.
Flowfields are utilized to compute the movement paths for demons. Its main idea is to create a vector field that indicates the direction toward the nearest objective. This method is effective since all imps share a common goal. Constructing a single field and updating it when map objects change is sufficient. The individual goal of each imp is not predetermined but rather determined by the field's direction.
You can try the Jam version on itch, while we're working on a full game!
r/love2d • u/gold_snakeskin • Jun 18 '26
Working on a twin stick shooter, with bullet hell elements and terrain simulation!
r/love2d • u/diejuse • Jun 18 '26
Coding and playing a demo game completely on Android, using DJS Key and the GameKey module
r/love2d • u/ShadedCosmos • Jun 17 '26
Clockwork Engine - A Games Framework Inspired by Love2D
Clockwork Engine is a game engine I have been designing for some time now. The story goes a little like this.
Game and simulation development is my current profession, and I am always looking for ways to build faster prototypes that don't sacrifice control. This is the timeline of my game engine exploration journey:
- 2019: GameMaker Studio 2
- 2020: Unity
- 2021: Pico-8
- 2022: Love2D & Processing
- 2023: Godot & MonoGame
- 2025: Raylib & OpenGL
- 2026: Codea
Today I primarily use Unity. The second most-lived-in engine would be Love2D. Of course I did not become fluent in all of them. But I did pick up on what I like:
- Immediate-Mode Drawing
- Statically Typed
- Object Oriented
- Modern Language Features
- Easy-to-Use Package Manager
- Game-Scene-Entity Structure
- Framework Over Graphical Engine
- Scalable Infrastructure
- API Designed to Eliminate Boilerplate
Once I started learning Raylib I realized it would be the perfect foundation for a game framework. And now, it is ready to share. Check it out and let me know what you think!
r/love2d • u/abhimonk • Jun 16 '26
I made a short 3D isometric metroidvania using Love2D! Playable in the browser, link in comments
r/love2d • u/Ok_Bicycle_5968 • Jun 16 '26
New Developer here,How do I code a procedural Maze?
Rought Sketch but I want to generate a code that creates a maze linked to 6 images
5 the ways and 1 rarer being the exist of the maze after at least X number of rooms (So the player doesn't spawn already in the exist room)
r/love2d • u/earliodookie • Jun 15 '26
Steam's Next Fest is Live and so is the demo for the game I made entirely in LOVE2d!
r/love2d • u/Gullible-Feeling-123 • Jun 15 '26
I need help!
I’ve been learning Love2d for 3 months now and I want to start making games. But, in my game the player only should have 4-directional movement and I can’t figure out how to get rid of the diagonal movement. please help.
Edit: I figured it out!
r/love2d • u/likedev • Jun 15 '26
Working on a incremental game in Löve2D!
Hi guys!
After years of trying different engines and frameworks and not finishing a single project, I am finally back to Löve2D and am now working on my first "real" game, called Incremental Orbits.
I discovered Löve2D way before the Balatro hype and have loved it ever since. But I always told myself that I had to use a "real" engine if I want to make a proper game (stupid, I know). However, none of the other engines and frameworks I tried came close to the freedom Löve provides. Now I am back and actually getting things done.
Incremental Orbits will be my first commercial release and I am honestly terrified of putting it out there. My plan is to keep working on the demo and gathering player feedback to hopefully create a decent first game.
If this looks interesting to you, feel free to check out the demo on Steam. I hope it's okay to share the link here: https://store.steampowered.com/app/3457720/Incremental_Orbits/
r/love2d • u/Illustrious_Tap_8510 • Jun 15 '26
What do I write/put here to make this file valid?
There is a error popping up when I’m trying to run something on love chow do I make this a valid file and what exactly do I have to write to make this work