As coincidences go, just the day before yesterday I looked into pygame and came across this Quora question: https://www.quora.com/Is-Pygame-fast-enough-for-modern-game-... The sentiment seems to be that it's not suitable for more than small toy games -- which in itself would still be interesting. I mean, it's clear that professional AAA studios are not the core target group. But has anyone here on HN additional hands…
Pygame on its own really gives you none of the features that a proper game engine needs, such as support for animated sprites, a map loader, a camera system (in Pygame, everything is in screen coordinates, and you can't zoom in or out), a real physics engine, a particle system, tweening, and so on. And unfortunately, back then, because it was still running on top of SDL1, it used a software renderer, which made it very painful to implement these features as well. Features that require whole-screen updates, such as smoothly zooming in on a tilemap, were just impossible to implement in a way that would still give you 60fps. This may have improved with the switch to SDL2, but the fact that you have to handroll a lot of things has not.
I consider Pygame to be a good toy for beginners: it has relatively little complexity, while at the same time still feeling like an actual API and in principle gives you a foundation that really cool and fun things can be built on (unlike turtle or other things that are only toys). But if you're not looking to play, you're looking to make a game, it's obviously a wrong choice.