Go and even TinyGo aren't a great fit for Wa because they have to bring along their own runtime including a GC. Go can't use WasmGC because it lacks support for interior pointers and unboxed heap primitives: https://github.com/WebAssembly/gc/issues/59
So you'll never get Go Wasm binary sizes down to something reasonable, alas.
I did a bunch of game jams in various wasm langauges last year and what I got out of the experience was that you can do anything if you set your mind to it, but unless you have a good reason to use WASM (e.g. the performance?) you're generally going to be adding headache (build tooling, wrangling data between languages and runtimes, etc.) rather than removing it.[0]
(Some languages in particular are remarkably inflexible regarding how they want you to use them in this context.)
So seeing no real benefit. I ended up switching back to TS. I became depressed shortly afterwards, but that's probably unrelated ;)
Still, wasm game dev was a delightful experience in many respects and I would recommend it to anyone who's interested. ("Elimination of headache" is not necessarily an unambiguous good. Some headaches are genuinely worth it! Just depends on your taste and your goals.)
[0] My "favorite" bug was spending the last day of a game jam stuck on a bizarre compiler bug that would only manifest in the wasm version of the game... but I got it figured out in the end!