This song would kill at MAG Fest. It's a massive Music And Gaming festival in the Washington DC area. I've been going there for years. They have a huge jam space, lots of panels on videogame music, lots of big bands and game developers go there. Last time I was there I ran into the creators of Guitar Hero and spent an evening drinking with them. I mean, I know you are in Sweeden, but if you ever get the chance, definitely check out MAG Fest. They have an active community on reddit, if you go to /r/magfest
As far as the industry goes, though... I've been to a lot of panels on this, and hung out with a lot of game musicians and game devs at MAG Fest over the years. The bad news is that from a developer perspective, music is dirt cheap. They don't pay much when they license tracks. Indie devs are extremely cheap, because they work with tiny budgets, and indies are probably the ones you can sell your music to right now. Just keep in mind, you are competing with a lot of free public domain and creative commons licensed music if you talk to the indies. The AAA guys do it all in house, and they have musicians who specialize in game music. They make music that has to change fluidly when certain events happen, and those events can happen almost any time. They also have to coordinate with directors and producers, so the music doesn't clash too much with, say, the jumping sound, or a spell casting sound. They can pay well, though. The one guy from Powerglove recently left the band to go work for a AAA game dev, and I know he's probably making bank there. Their composers have to be extremely versatile, though. They don't really hire metal composers or jazz composers. If they hire you to compose, you have to compose in all genres and styles, and come up with ideas that fit the game they are working on.
So there are ways to have a good career in games music. It's just competitive, just like any music industry work, and just like any other part of the games industry.
From what I have heard on this video you posted, you seem to be on the right track. It's not too invasive, or repetitive. Lots of chromatic runs, which is usually good. The music usually can't overpower other sounds in a game. I mean... there is no song that is good for all games, but this particular song is good for a lot of games. I am not a game developer in the traditional sense of the term (I dabble in virtual world development), but I think that if you work at it, you should be able to break into the industry, if you keep making songs like this.
EDIT: I just remembered, at MAG Labs last year I went to a panel on how to develop cartridge video games for consoles like the old Sega and Super Nintendo. MAG Labs is like a mini-MAG Fest. Anyway, I was thinking the guys who did that panel would probably be interested in your stuff, but I can't find info about it anywhere. I've met a few indie devs who still make cartridge games for consoles like that over the years, here and there. So the market for what you want to do exists. I wish I could remember a name, but I was pretty drunk at that panel last year.
The important point is... you should know that there is a market for what you are doing. Keep digging, something will turn up.