From a legal standpoint, the easiest thing to do is just to do the legal documentation in your parents name, I had to do this for kickstarter back in the day. However, as someone who is 13, you have all the time in the world to both develop, learn and improve your craft. I would say it's worth releasing a few games for free and really focus on enjoying the process and building quality. That is not to say there's anything wrong with releasing a game, at some points age doesn't matter, however you may get more value from a project which is more accessible to a larger pool of people, equally, you may not want to have to deal with the stress and admin work that is involved with releasing a game. For example, dealing with tax and all this and that.
If you have a game ready already, then fair enough, might as well go for it! For myself, I never released a commercial game at that age, though I did run a freeware games site which ultimately acquired 22,000 registered users with over 100,000 game downloads on it, this was when I was 14-16. Ad revenue also made me a fair bit of money, and the experience from building the game and also growing a community has seemingly set me up quite well for where I am today. I used to have a burning desire to try and rush for success, hoping to be a prodigy and break the mould. However, after a nice slap of reality hit me in the face, I realised I couldn't achieve both the quality of project I was gunning for and also complete an education successfully at the same time. The strains being the financial burden of not being able to afford much for the project, and equally not having enough time to make significant progress. Though now, I am pretty much at peace with where I am, knowing that I have far far more experience now than I did then, and my project is far better for it. Knowing what I know now, I know I wouldn't have had the skill necessary to even complete the game without running into huge technical landmines 3-4 years ago.
Though it is good to have ambition, and sometimes it does take trying these things to find out for yourself, so do what you want, but again remember there is no rush to the commercial market, especially when you have so much opportunity to develop games for fun. The last thing you want to do is suck the fun out of it by only being motivated by the prospect of financial reward. If this happens, then the game itself wont mean as much to you. Another thing that can happen is IF your game ends up not being up to par (I can't comment as I don't know what the game is), you could end up getting negative feedback, and negative feedback on the internet can really damage your mental health and confidence in the long term. Even if its just one person telling you that you are s**t, vs 100s of other people who believe in you, it can honestly burn, and unless you are ready to accept that and brush it off, I would also be careful there as well. Just because it has the potential to ruin game dev for you.