Fully agreed. Reading other's source code can help you incredibly; for example, I learned some things from your code, too (because I have a very loose grasp on the love modules, and the wiki documentation is kind of hard to follow).
Remember, the best thing to do if you're unable to read something is to ask for help or an explanation. Very rarely is it a bad idea, if ever.
Well, I finally have a functional release of Tilt out! I know, it hasn't actually been a long time, but it has been a good amount of work. So here's the fun thing that the broken releases have been leading up to: you can create levels! See the first post for details. And feel free to post levels!
I'll probably be spending some time programming objects to be put into levels.
I switched from using love.filesystem for level loading to lua's built-in input/output functions for loading levels since love.filesystem always looks inside the .love file for stuff while lua's input/output library has no trouble looking inside the folder where the .love file is. Could this be causing a problem? And is there a good way to get love.filesystem to not just look in AppData or inside the .love file? I don't want to make people navigate to AppData or extract an executable file just to add a custom level.
Don't use the Lua io, man. It's not a good idea, and it might be removed in a future version, to enhance sandboxing. (Plus, people have trouble with it all the time.)