It’s like a Lego owner admitting that they prefer Duplo, but I’m fond of C# and XNA for game making. If you don’t need every ounce of performance, then C# can greatly cut down your coding time.
One of the things which is lacking from XNA is a collision/physics system. There are some ‘wrapped’ unmanaged libraries, but if you want to leave the door open to running your game on 360 then you need a 100% unmanaged solution.
Here’s a video of someone having fun with JibLibX.