Right, the project management side of game jams probably deserves a discussion and/or post-mortem of its own. I did it similarly to you two, with the caveat that I didn’t know what makes a minimal game viable, and thus planned iterative playtesting.
I have worked a fair share in Lua before, most notably for game mods (chiefly Don’t Starve and Invisible, Inc.). However, I’ve mostly ignored LÖVE thus far, thinking it is a game engine. Looking more into it, LÖVE seems much more light-weight than Godot, Fyrox, &c. It enforces no architectural constraints at all, beyond maybe adapters for the various interfaces. For example, one could build an Entity-Component-System structure on this, but choosing against this leaves no “dead code” to speak of. Neat!