There are a couple ways I had considered, just haven't looked into it trying it yet. If the GOG submission doesn't succeed, I'll look into trying Plan B.
So, you are probably wondering what is Plan B?
Plan B is try to do a Kickstarter or Indiegogo campaign (like Thomas Biskup did for his Ancient Domains of Mystery) and acquire funding to give the game a graphical and audible makeover. In order for that to succeed, I'll likely work towards completing the game to a much greater degree, and then post the game in a few places. Namely:
1. There is a subreddit dedicated to Roguelikes, where I noticed some people have placed their free-to-play games there, for users to try out and get feedback.
2. The libtcod library is hosted on RogueBasin, a site dedicated to roguelikes, particularly ones that use libtcod library (which I am). Might be a good place to get feedback on the game.
3. I could try to get it on Steam. The reason I haven't thus far attempted it, is because it is costly to do so, with no guarantee on return. As they have nuked their Greenlight system, (for good reason, yet screws me over) the only way you can get your first game onto their service now is to pay $5,000 + other fees (need to do various paperwork, have a business bank account, and have a legitimate company name which will cost somewhere in the range of $1,000 to $2,500). If you make $5,000, then they will give you back that money. It is basically their way of discouraging crappy developers as most won't be willing to pay 5k deposit fee to get their game up and thus the number of crappy games will decrease. However, for legitimate developers, who lack the 5k easily, this creates a major problem. If I had tons of money to burn, I could pay that cost... but, then again, if I had tons of money to burn, I probably wouldn't be trying to make a video game anyway, as video games are extremely risky endeavours. Catch 22 situation.