When comparing LÖVE vs Loom SDK, the Slant community recommends LÖVE for most people. In the question“What are the best 2D game engines?” LÖVE is ranked 2nd while Loom SDK is ranked 48th. The most important reason people chose LÖVE is:
Lua is an embeddable scripting language designed to be lightweight, fast yet powerful. It is used in major titles such as Civilization as well as a lot of indie games. Lua is very popular because it provides "meta language" features. You can implement object-oriented structures, or pure procedural functions, etc. It has a very simple C interface, and gives the engine developer a lot of flexibility in the language itself. Artists tend to love Lua too because it's very approachable, with plain and forgiving syntax. Lua is free open-source software, distributed under a very liberal license (the well-known MIT license).
Ranked in these QuestionsQuestion Ranking
Pro Uses the fantastic Lua for scripting
Lua is an embeddable scripting language designed to be lightweight, fast yet powerful. It is used in major titles such as Civilization as well as a lot of indie games.
Lua is very popular because it provides "meta language" features. You can implement object-oriented structures, or pure procedural functions, etc. It has a very simple C interface, and gives the engine developer a lot of flexibility in the language itself.
Artists tend to love Lua too because it's very approachable, with plain and forgiving syntax.
Lua is free open-source software, distributed under a very liberal license (the well-known MIT license).
Pro Active and very friendly community
The LÖVE forums are extremely helpful. With people checking the forums every day, it won't take long to receive answer to your questions on the Support board, receive feedback on games you post in the Projects board, as well as have a chat about the LÖVE engine while learning tricks to use in the very active General board.
If you need an immediate answer though, or just want to chat, there is a very active and helpful IRC channel.
Supports Windows, Mac OS X, Linux, Android and iOS.
Pro Open source and free
The LÖVE engine is licensed under The zlib/libpng License (which is very short and human readable) which allows you to use the source code and even modify it as long as you do not claim that the original source code is yours.
You can obtain the code at this bitbucket repository and even help fix bugs and participate in the development of LÖVE.
Pro Great for prototyping
You can learn the basics very quickly and start making simple games in no time, even if you have no previous Lua knowledge. If you're a little experienced with LÖVE, you can prototype a 2D game with it in no time.
Pro Very good for education
That is a great tool for teaching novice programmers. Creating a game on LÖVE, you have to think about developing, not about the syntax of the language.
Pro Easy to understand and use
Lua2D handles loading the resources, reading input, playing sounds and displaying stuff on the screen. Only the logic is left for the developer to write. It also removes the overhead of having to use and learn a GUI game editor. All you need is a knowledge of Lua and your favourite text editor or IDE.
Pro Very good documentation
The LÖVE wiki provides full documentation of its easy to use Modules, which are conveniently located on the side bar of the wiki. It only takes seconds to find the module for love.keyboard, which provided a list of all functions along with arguments and examples where the function could be used.
Pro Many examples and libraries with source code
There are plenty of open source examples of games or components built by the community that are ready to use or learn from.
Pro Can develop within Android
It is possible to develop games directly on a tablet or cellphone with the Android system by using the experimental Android branch.
Pro Cute name
So much love.
Pro C++ and Lua one of the best languages for gamedev
Because all professionals in gamedev use C++, and Lua the fastest scripting lang.
Pro Live reload of code and assets across multiple platforms
Loom can live update changes in realtime, allowing you to see them on multiple devices immediately.
Pro Powerful command line workflow
Loom Turbo ($5/mo) gives access to powerful command line tools. For example, "loom new" to make a new project, "loom run" to run it. Packaging, deploy, and live reload are done automatically for you.
Pro Open source
The Loom runtime and LoomScript compiler are open source, with code available on GitHub, allowing you to have the freedom to fix the bugs and add the features your game needs.
Loom includes over 30 examples ranging from complete sample games to demos of single features.
Pro Familiar and powerful scripting
Pro Good support
Loom devs are helpful.
Loom can deploy to Windows, OS X, Linux, iOS, Android (including Nook, Kindle Fire and Ouya). There are also custom port available for WP8, Blackberry and consoles.
Con Not very powerful
The engine has very few modules and only the really required one, you'll have to do almost everything from scratch.
Con Uses hg to version-control, not git
If the source codes were controlled by git, it would be more convenient for more programmers to contribute to Love2d.
Using hg on bitbucket resulted in loss of tons of users.
Con The community seems juvenile
For example, some of the library include names such as HUMP, LUBE, AnAL.
Con Documentation is very dry and technical
The site has plenty of tutorials, true, but they all read very technical, and explain very little. This might be too much for beginners, even for coding purposes, because of the fact that the specifics aren't explained well enough to learn effectively. The docs can be found frustrating to understand even the basics, such as tables or the like, because of how poorly they are explained, and how few examples are given before expecting you to be able to use them.
Con Absolutely no GUI (no graphical interface)
This has no graphical interface at all, you have to know how to read script in order to know what you're looking at. After you've written the script for everything, you compile it to see the result. It's a very poor way to create a game, given how even most professional tools out there give you a GUI to work with and debug on the go. The lack of a GUI slows down the work by ten-fold, and it's just an inefficient use of your time.
Con Documentation is lacking
Con No visual tools support
There's no level editor, asset viewer or any other visual tools in Loom SDK. Everything has to go through command line. I think it's fine if you really like typing.