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.