Following up on Ozzy's comments, please be aware that fangames (and games in general) tend to be long-term commitments. It's not uncommon to spend a year or two on a fan game. In that time, communication is of the utmost importance - you must have a working understanding of every detail that goes into the game in order to make it a success. If another person were to do the coding, for example, you as the artist must provide graphics that work in a way that is easy for the coder to implement.
Also, not to ruin your ideas or anything, but when you say "I basically can only do the art," keep in mind that when making a game, visual assets come in a number of different forms. For example:
-Player shots, which must be (usually) symmetric, Alpha enabled, and in-character with the player
-Sprites, which must follow standard formatting in terms of sprite sheet structure and will likely need multiple animation frames
-Danmaku graphics, which need to be visually acceptable and with specific dimensions (odd x odd, etc)
-Background assets, which may need to be 2D and/or 3D, large, and representative of the mood you're trying to convey for the stage or spell card
-Cutins and character art, which may need a variety of emotions/formats
-Particle Effects, which come in a wide variety of sizes and formats but need to not interfere with gameplay while still adding 'juice' to the experience
etc.
It is rare for someone to be able to do all of these roles. At the very least, it's rare for background assets to be made in-house.