farflamex
I think the best you can do in terms of marketing is look around on the Construct 2 site, search for success stories or examine different members approaches to tackling the market.
It is an area where most people fail, simply down to the fact that the majority of us are creative types who're more interested in making fun stuff that doing that boring 'promotion' thing.
Places like Google Market and Chrome store list the amount of plays/downloads that each individual game has had, so this is a good thing to study when it comes to gageing popularity (in the case of most contruct 2 games that I've seen on both stores, this tends to be extremely low unless they're free).
Mortar Melon by thehen is well worth studying, as its received over a quarter of a million downloads over on Windows 8 http://www.scirra.com/forum/mortar-melon-now-live_topic59762.html
Although I haven't played the game (as I'm still stuck in the stone age on Windows Vista) it's clear to see from the video previews etc that there's a high level of professionalism at work.
Super Ubi Land by NotionGames is another game that's worth inspecting closely, as it's close to achieving a $5,000 kickstarter fund to help put it on the Ouja and other devices http://www.scirra.com/forum/ouya-super-ubi-land-official-thread_topic51641.html
Dungeon Buster by Wrangler is also well worth following, as although he hasn't set out any financial game plan, he's using forums like IndieDB to help promote the product he's working on and build up a nice fanbase in the meantime http://www.scirra.com/forum/dungeon-buster-wip-thread_topic56656.html
As I have little knowledge of the marketing world, what I'm hoping to do with my own game (Board Horde - http://www.scirra.com/forum/topic65322.html) is use it to test the waters, find out which sites are good to sell on and where it bombs, whether in-app advertising works or doesn't, etc. I'm purposely trying to keep it to less than ten megs so that I don't have to host the game myself and incur any costs that I really can't afford. At the end of the day, my main aim it to make a fun game and learn all I can from the experience - if I actually make money, that's an unexpected bonus.
One option for your game (especially if it's a large file size) would be to sell it on your own website using a paypal account and distributing it as an EXE using Nodewebkit (which apparently curently has some export issues when trying to close from fullscreen view), though if you take that route you will need to try and build up a fanbase and direct traffic to your site by making announcements on all the various gaming social sites.
Anyway, I hope some of this is of help. There's some good books out there on how to market your game (can't think of the titles offhand, but I'll mention them when I remember) which are also worth studying.
Best of luck on your quest!