So, I would say technically yes. But in practice your are likely better off with something much more mature such as Raylib and co (check out <https://www.raylib.com/examples.html>). I think writing Nim bindings for Raylib would not be difficult, there even seem to be some Nimble packags online that do the binding/wrapping.
In addition to that, there seem also to be a few other nim-based game engines, but I am not sure about the development state of them (check out <https://github.com/ringabout/awesome-nim?tab=readme-ov-file#game-development> for some). For me, this was the first attempt to write an engine from scratch. The result is usable, but far from great. I think the main reason for another person to use my engine would be, if they wanted to use something that is as Nim-only as possible and also have as little dependencies as practical, while being able to ship something. Also, there is no documentation apart from the examples and tests.