If you don't just want to distribute a .love file (e.g. you do not want your user to get the Löve runtime themselves) this was basically unsupported and you had to come up with your own solutions..
I still think if the Löve community could improve this part it would help the most.
If it's supported, or not, documentation is king!
I didn't want to rely on whatever-version-of-löve-this-distro-has-packaged because Löve at the time would break API compat quite frivolously. You can probably use an AppImage these days but I think this goes against the intent and spirit of Löve. It should be trivial to build entirely self-contained binaries; and in case of Windows/Mac, it was indeed the case (modulo code signing).
which still seems to be up: https://thoseawesomeguys.com/party-mode-4-polish-score-scree...
I see a few snapshots of it on the web archive: https://web.archive.org/web/20200101000000*/https://thoseawe...
We had a devblog, doesn't exist anymore unfortunately. The thing I enjoyed the most was the flexibility of Lua, and the whole framework seemed to adopt that mindset. It gave you all the core pieces you need it (audio, input, physics, rendering), and then got out of your way.
The drawback to the full flexibility is having to spend time thinking about what design & workflow your wanted (but, really, wasn't a drawback, that's what I wanted, just took more time). We ended up designing a really flexible engine that allowed us to pivot from a 2D puzzle platformer with a story (Concerned Joe) to the action packed fast multiplayer game that Move or Die became.