When you're talking about "lower-paid" indie games, is it possible to give me an idea of the sort of fees you're talking about?
Those are all over the place. Anything from "zero" to a few thousand dollars. Kickstarter changed things up a bit--its not uncommon to see music specifically called out as a reason they need funds, or as a specific stretch goal.
I put "zero" in quotes because of course working for nothing is idiotic of course. But often an indy game developer may be able to offer something besides cash-- i.e. perhaps you need a new logo designed, or a web site refresh. Sometimes bartering is all they have and if it's something you need, then it may be worth it..
An indy game is also one of the very very few places you may ever get offered back end sales royalties. It is virtually unheard of in the "normal" game industry. (Yes, that wasn't always the case, but today it isn't done). At that point, you have to decide whether you think you'll ever get anything? chances are, you'll get very little (average game on iTunes makes only about $4000 over its lifetime according to Forbes). And that's an average number. The median is far far less. (If you have one angry birds, you have 4,000 games that make virtually nothing and that makes the average 4,000 per app).
You have a really nice demo-- that its a live orchestra demo is definitely in your favor (Prague?) since most are virtual. As far as style, developers want someone who can write, produce and create the emotion they want to convey. I wouldn't worry about it not being 'game music' enough. (A lot of people think there's far too much Carmina Burana in games anyway! :p)..
+1 for hanging out at Unity (virtually). It is certainly possible to network via forums, etc. Takes longer to build up trust, etc, but there are some great communities.