C has the performance I need to offset the heavy demand of a lot of art assets. My first video games were written in 1984 - 1986 in college using BASIC, then COBOL. I think more functionally and structurally with math abstractions. It is simply the way my brain prefers to operate in regard to coding. I want to spend most of my game dev time with art assets, maybe 2 / 3.
A professor of mine in 1986 showed the class two programs which implemented the exact same video game in COBOL. One code was wordy and the other had a big math algorithm in the middle. The wordy one was about 1000 lines of code and the one with an algorithm at its core had around 300 lines of code - about 1 / 3 ! …. obvious implications in loading, performance, and coding productivity. The coding productivity, he said, is particularly established in reusing modules of math algorithm in future projects. That has always stuck in my mind.
If I can develop games with about 6 to 10 third party libraries, I will be happy and focus on coding and art assets. Very long term, I will create some of my own algorithm and other libraries, including a tool or two. Also, after a couple years of this, I can see introducing a scripting language.
I have intuition that many developers underestimate the power and reuse of aglorithm modules in increasing productivity, which is a major reason why C is often overlooked.