Just used SDL for graphics/audio (with a lot of stuff turned off in build settings), and the game code itself was made in Nim (which compiles down to C, before getting compiled by a C compiler) because I'm a fucking sissy who can't just write it in C. Unfortunately due to big size of SFX audio files the game did not actually fit in 1.44MB (was around 3MB, yeah I'm a failure), so I ended up using the ultimate cheat called UPX, which effectively turns the game into a self-extracting archive, except that it's fully self-contained and does not need to write anything to disk, so I feel like it's kind of fair game.
Though I'd suggest using raylib instead, as it is more simple to build from source, from what it seems, and only has one graphics backend, OpenGL, so should be even smaller than SDL. At least that's what I'm doing in 2.0 rewrite of the game.
Hope that helps :p