its funny how writing games in C is now seen as some kind of 'hardcore mode', despite the fact that a huge number of excellent titles up to and including the 2000s were written that way.
the core of games tend to be a 'world sim' of sorts, with a special case for when a select entity within the world sim gets its inputs from the user.
where C becomes a chore is the UI, probably has to do with how theres many more degrees of freedom (both in terms of possibilities and what humans consider appealing) in the visual plane than there is in the game input 'plane', which might be as little as 6 independent inputs plus time.