They are saying web based solutions often out perform LÖVE, even though you would expect the opposite because LÖVE doesn't have the bloat of a browser engine.
Love2D uses Luajit and directly calls established game libraries. The CPU usage should be far better for 2D games, luajit is faster than a browser's javascript jit. You can also create single exe games that are a few megabytes and not a few hundred megabytes.
explain that to my webgl TypeScript browser game running at 180+ FPS while rendering a large RPG tiled world with infinite procedurally JIT generated biomes, with heavy processing delegated to webworkers.
As you aren't posting code or stats I can't say much, but I'd bet a native app would still be smaller and more efficient, since you have to wrap what you're doing in an entire Chromium instance and deal with a web stack designed for documents, which is definitionally less efficient than a native alternative. Tiles aren't exactly cutting edge technology.
"Heavy processing delegated to webworkers?" That just sounds like threads but worse.