Love2D vs Godot in 2025: A Beginner's Perspective

published 31 days ago

"Which framework should I choose?" After building some small games in both Love2D and Godot, I realized this question misses the point. The real question is: how do you want to spend your development time? Writing your own systems from scratch, or learning to use built-in tools? Here's what I discovered trying both paths.

A minimalist workspace with code editor and game design sketches, representing the choice between different game development approaches
The choice between Love2D and Godot extends beyond features. It's about finding the development philosophy that resonates with your creative process.

First Steps Experience

Yes, Love2D is a framework and Godot is an engine. Whichever you use, you're still a builder creating games. The difference is in how you approach the craft each day. With Love2D, you're a builder who creates many of their own tools. With Godot, you're a builder who primarily utilizes tools others have created. Neither path is inherently better, but they attract different mindsets.

The Love2D Path

In Love2D, you build most of your game structure from scratch. Want a menu? You'll create the state management, handle the input yourself, position every element with code. Need a game loop with different states? You'll structure that yourself. Even something like screen transitions can mean writing your own system for fading between states.

Your first week might be spent building foundational systems that other engines give you for free. But when you need something specific, like a particular way to handle input or manage game state, you're already comfortable building it because that's been your approach from day one.

The Godot Approach

Godot hands you a workshop full of specialized tools. Your first hours are spent learning what each tool does: the scene editor for layout, the animation timeline for movement, the node system for structure. It's like being handed a professional workshop - powerful, but with its own learning curve.

The challenge here isn't building the tools, but mastering them. Want a health bar? First learn how Control nodes work, understand anchors and containers. Each feature means learning an existing system rather than creating your own. The tools are sophisticated, but they work in specific ways that you need to understand.

Quick Reality Checks

After building similar features in both, here's what I noticed about the daily reality of development:

Love2D Means You'll:

  • Spend more time thinking about architecture upfront - there's no "standard way" to structure your game
  • Write a lot of boilerplate code that you'll reuse in future projects
  • Have complete control over your game loop and update cycle
  • Need to be comfortable reading other people's code, since you'll often adapt solutions from the community

With Godot You'll:

  • Spend more time in documentation learning "the Godot way" of solving common problems
  • Move faster once you understand the node system and scene structure
  • Use the editor for a lot of tasks you'd otherwise code by hand
  • Need to be comfortable with some decisions being made for you about how things should work

Neither is objectively better. It's all about which workflow matches how you like to think and work for the project you're focused on. Some high-level differences matter less than you might expect: both can handle complex 2D games, both have active communities, and both are completely free to use.

Where The Differences Really Matter

The real differences become clear when you start building actual game features:

  • Game Structure: Love2D starts with main.lua and you build up from there. Want scenes? States? That's on you to design. Godot structures everything in scenes by default, with its own opinions about how games should be organized.
  • Making Changes: In Love2D, you edit code and instantly reload to see changes. In Godot, you're often switching between the editor and code, with some changes requiring a full restart.
  • Asset Pipeline: Love2D loads files directly from your project folder. Godot imports assets into its own format, giving you more tools but also more complexity to manage.
  • Platform Support: Love2D requires platform-specific knowledge for deployment. Godot handles most platform differences for you, though you'll spend time learning its export system.

Making Your Choice

The best way forward? Pick a small but complete game idea and try building it. Include as many of the main components of your game that you know you'll need like a save system, some UI, and basic animations. You'll quickly discover which workflow feels natural to you.

Remember, you can always switch later. Many developers use different tools for different projects. What matters is getting started and building something real.

Resources & Next Steps

If you're leaning towards Love2D, you'll find its minimalist approach reflected in its excellent documentation. The community has also curated an extensive collection of libraries and tools that can help you extend the framework's capabilities and give you a headstart on some of the tools you need while maintaining its lightweight nature.

For Godot enthusiasts, the official documentation provides comprehensive guides and tutorials. The Asset Library showcases the engine's extensibility and the strength of its ecosystem.

Whichever path you choose, the best way forward is to start building. Pick a small project you care about and see how it feels to bring it to life. The right tool is the one that keeps you moving forward.

To exploring and learning together,
James