> Games are still in need of a better language.
I find Swift to be the best so far, its strong ties to the Apple ecosystem notwithstanding.
Having tinkered with various environments since the Sinclair Spectrum's BASIC (though back then I had no idea what I was doing) I've successively fallen in love with Visual Basic (6.0, not the .NET impostor) and then C#, and now I'm smitten with Swift.
In Microsoft land I was let down by their usual dichotomies that did not allow you full access to all their APIs (or hardware performance) from anything but C++ (though I did manage to make playable DirectX games in VB6). I don't know how that has changed in the last decade since I jumped ship to Apple, but .NET was treated as a second-class citizen for too long.
With Swift, not only do I have access to everything that Apple's operating systems offer, it's also a modern language which feels naturally suited to game design patterns. Although until Swift 2 I often had to fight the language, since Swift 3 and especially now in Swift 4.2 I find it effortless to reason about most game architectures while sticking to the language's idioms.
I also appreciate it for enforcing good practices and getting rid of most sources of ambiguity (such as the ++/-- operators and the legacy `for` syntax, or being specific about %/modulo and so on), even if it may feel annoying in the beginning if you're coming from "looser" languages. It also compiles to native code and can easily interop with C [0], but best of all: I am glad to be able to finally leave semicolons behind. C# honestly feels archaic in comparison now.
As for the elephant in the room – that Swift is only good for iOS, macOS, tvOS and watchOS – well, those platforms have a combined userbase of over a billion users, and the most successful app market [1]; I don't feel that it's such a downside to be limited to those platforms. I do wish that the Apple TV came with a proper gamepad so we could only target that without losing users. It could be a serious contender to existing game consoles if Apple took that route.
If you're in love with Swift too, I'm writing an open-source game engine which offers an Entity-Component-System architecture on top of Apple's APIs [2].
[0] https://theswiftdev.com/2018/01/15/how-to-call-c-code-from-s...
[1] https://www.google.com/search?Apple+App+Store+payouts
[2] https://github.com/invadingoctopus/octopuskit