Well, for shitty games maybe it is true, shovelware aplenty on iOS anyway.
But for the part of the market that actually has a profit (not just revenue) C# is not that dominant.
In terms of profit, the most profitable games probably still rely on C++.
Also most engines (including Unity) are made in C or C++, they sorta abstract the memory management for the game author, but they still do a lot of manual fiddling themselves, XNA for example (that allow you to write C# games directly to the hardware without a C++ engine) is notorious for bigger games having memory issues.
Also 2D "retina" games use so much absurd amounts of memory, that they are almost impossible to do purely in high-level languages, you need some C or C++ somewhere to handle them, at least texture loading, otherwise you end with loading times so big that people want to suicide.
Well, for shitty games maybe it is true, shovelware aplenty on iOS anyway.
But for the part of the market that actually has a profit (not just revenue) C# is not that dominant.
In terms of profit, the most profitable games probably still rely on C++.
Also most engines (including Unity) are made in C or C++, they sorta abstract the memory management for the game author, but they still do a lot of manual fiddling themselves, XNA for example (that allow you to write C# games directly to the hardware without a C++ engine) is notorious for bigger games having memory issues.
Also 2D "retina" games use so much absurd amounts of memory, that they are almost impossible to do purely in high-level languages, you need some C or C++ somewhere to handle them, at least texture loading, otherwise you end with loading times so big that people want to suicide.