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(+1)

It's come up multiple times, and there are multiple issues:

1. What do I delegate?

The place where delegation works best is items with a high time sink and a low amount of "magic", ie where it won't really be noticeable if it's done by me or someone else. There is effectively nothing in the project that fits this criteria. Art is high time sink and high magic. Writing is low time sink, and high magic. Mapping is medium time sink and medium magic. Programming is low time sink and low magic. 

Tertiary things ARE already delegated to some degree: secondary play-testing is effectively crowdsourced to supporters when the game is finished via the early builds, fans handle translations (though I still have to test them), making guides and so on. But there's no core element of the game process that makes sense to delegate.

2. Delegation makes the project vulnerable

Let's say I find a great artist, works fast, gives me exactly what I need. Everyone loves the style, and it becomes associated in people's minds with the game. Great. What happens when that artist disappears? When he decides he doesn't wanna work on the games anymore, doesn't like me, doesn't have time, gets hit by a bus? Suddenly a huge part of the brand is just GONE. What happens if this happens MID GAME DEV? Do I scrap months of work and start over? Do I put out a game with distractingly mis-matched art?

3. Delegation is expensive, and it's hard to find good people

Even if I ignore the magic problem and just try to get some of that to communicate via whoever I bring on, it's VERY hard to find people who are going to give what you're looking for, be consistent, communicate clearly, stick to a deadline (I know, the game slips too, but just in very general terms) etc. And if I do, they're, rightly, going to want to get paid. I don't really have the budget for that, beyond maybe some small things here and there. The "budget" for CS1 was $0. The budget for GT was maybe $200 all told (largely one-time software purchases). Chapter 3 might end up being slightly more than that as I've bought a few odds and ends along the way, tilesets, sfx, that kind of thing. But I don't have anywhere near enough to pay someone a decent amount for real work. And if I don't pay them and they're working for free, that increases the likelihood of them just disappearing at some point (and it'd be hard to blame them.)

As the Princess Bride famously opined, life is pain. You just have to find the things that are worth the pain you put into them.