It really depends on the quality of games you want to make. Caveat: I have never made a game, I just know enough to ramble a bit.
The language you choose is somewhat less important than the ENGINE you choose, which somewhat determines the language you need to learn.
If you want to make games less for the money, and more for yourself as an art expression, Python is a way to go, however Python and Python-based engines (see: Ren'Py) tend to result in sluggish games. Ren'Py is used mostly for VN's (Visual Novels, which are not REALLY games, people), but you can do a lot of things with it that are less VN and more "actual game."
If you want to be an independent developer, Unity is a smash-and grab way to go. There are a lot of tutorials on YouTube, and you can make a very wide variety of games on it. Unity is replacing a lot of Flash on NG, and there are a ton of Unity-based games on Steam.
If you're a terrible person, you can use RPGMaker and make yet another Chrono-Trigger/FF clone that had a baby with a VN. Don't be this guy.
If you want to make an FPS type game, the Unreal engine is a good choice, but it would probably be too massive to host on NG.
I've seen at least one NG submission using Canvas.
If you wanted to make something mostly of your own creation, Visual Studio has a great environment and you can pretty much pick your language, and it interlaces whatever you make with prefab backend code that makes it relatively easy to submit to the windows App store. On the other hand, I've personally been burned by it because I've got a crazy database malformation/corruption error that makes it impossible to use, the only known "solution" being a complete reinstall of Windows 10, etc, which ... y'know, I kinda gave up on trying to fix.
If you want to do something with simple "AI", you might consider picking up LUA. My experience with LUA is limited mostly to a game called Avorion, but it's rather easy to use. Avorion is a space sim that uses XML to map coordinates to render 3D blocks, which make up ships, but it uses LUA to define (simple) AI behavior, and I think menu options.
I strongly recommend starting out with modding existing games to get a feel for game development. When Neverwinter Nights came out with the Aurora engine, for a while game studios wanted to know if applicants had done any modding with it as part of the interview process. Divinity Original Sin and Divinity Original Sin 2 both use homegrown editors from Larian Studios that you can make mods with, built on an engine called Osiris that uses a unique language. Skyrim, obviously, has a lot of modding potential, however it doesn't have an associated editor. If you can build a respectable (RESPECTABLE) portfolio of mods, you might be able to use it to get an interview with an established publisher.
If you're a savant, pick up the x64/x86 assembly architecture. Nah, don't do that, I'm just kidding that's... that's just crazy talk.
If you still can't decide and you're just spinning your wheels, check out a site called rosettacode.org. Basically, it shows you how to do the exact same things in a TON of different languages, great for comparing, thinking, grinding your teeth...