My two cents:
If you can develop a game in a garbage collected strongly typed language with a [mostly] cross platform run time that sometimes allows you to forgo porting when moving between platforms and minimizes the amount of porting when it is required, then that seems like a good way to go.
Selecting a "faster" language only matters if there is a performance bottleneck and the "faster" language happens to be faster in exactly a way that removes the bottleneck. Most performance bottlenecks are IO or algorithmically based.
Even deeper, I'd consider prototyping in a scripting language because scripting languages make it easier to iterate quickly than enterprise class compiled languages. For a game, gameplay rules and a fast game with gameplay that sucks still sucks. And the scripting language game may be good enough.
Carmac used C++ for Doom. It was the first game I stayed up all night playing. My rig had a 160 megabyte Hard drive, 5 megabytes of RAM, and a 25 megahertz AMD CPU. These days I download 160 megabyte files without a pause and there are webpages with 5 megabytes of JavaScript...and Quake [not Doom] can run in a Browser.
Focus on shipping. Choose tools for that purpose.
Good luck.