I've made games in Love2D for Android and for PC, I also as part of my converting Balatro to android, patched it a few places.
> Even with a multiplatform framework (Monogame), compilation and basic run isn't a given.
This isn't the case for Love2D. The game framework is already compiled for android, and the game is a bunch of Lua scripts. There is no issue with compiling, only very minor differences between the Lua for Android and the Lua for desktop platforms and making changes is instant except for transferring the apk to my phone and installing it to test (I didn't set up a full local android test environment for something so small). Balatro worked pretty much out of the box, except for some small changes I made — the first was to add in my profile from Steam, I didn't have to change the code for this. All the buttons were already reasonably sized. Text input was just adding a call to https://www.love2d.org/wiki/love.keyboard.setTextInput so that the on-screen keyboard appeared and disappeared when it was supposed to. I also patched a small bug that made it go blank on screen-reorientation, which was a one-line fix.
The total time spent was around an hour including codebase orientation, patching, testing and doc lookup (I haven't used the framework in a while).