No matter what kind of game your going to make, imo, the best market strategy is to make at least a demo web version of it.
A free web game can bring new users in, and can also be easily packaged for android and apple phones.
If you have a web game, marketing becomes straight foward; upload that web game, either a free full version or demo,
to every game portal that lets you; gamedev, itch, newgrounds, indiexpo, gamejolt. And on each of those you would also put a link to your twitter discord youtube and facebook. And if your game is to be sold on steam, you would have the demo or web version out at least 1 month before the steam release, with all places you put it on linking to the steam page, and your tweets building up to the steam release.
Then to get a burst of new visits to each of the portals, you'll want to master a place like reddit or discord.
Follow all the rules carefully, take time to build repuation and they can be a source of instant thousands of views of your games pages.
You'll want to end up having one link to each portal. In that manner you build residual players.
Any 2D or isometric game can be made without webgl to run in every modern web browser and modern phone.
Libraries like Pixi Phaser and Tabageos make it easy.
Tools like Construct and GameMaker make things straightforawd.
Influencers in the gamedev world, are those that make videos of themselves playing games.
A search for “watch me play these indi games” or similar would yeild many of the kind of influencers you would want to contact.
Best thing would be, if you had a web version of the game they could play right away. You would just send them a message on youtube with a link to your game on one of the known portals (itch is most common, as you can also put a download just in case it does not work for them in their browser)