You can still try anyway. The more knowledge you have, and the more work you're capable of doing, the more likely you'll be able to release something.
Quoted for truth. If you want anything done without having the money to pay someone to do it, you gotta do it yourself.
If you have money, but not enough to throw out of the window, try to do it yourself first before paying anyone to do the job... that way you know exactly what you need when the time comes and you want to hire someone, and the money spent will be much more effective as you will have less duds produced you still need to pay for.
This means, yes, you need to learn to program, and you need to learn to produce art. But luckily for you, a) your target projects requirements are rather modest both on the programming and arts side (at least if you keep the art on common mobile 2D standarts and don't plan to do anything fancy on the technical side), and b) you can always try to find free and stock art to supplement what you cannot produce yourself, and use third party / open source, and copy-pasta code to cover your coding weaknesses.
Why would you still need to learn programming and art basics when you can get stuff of the internet for low prices or free (as long as you don't expect top quality)? Well, because somebody has to hack that mishmash of styles and code into a coherent whole. Guess who that person is unless you can pay someone else to do it.
so TL; DR: learn programming basics, and look into art. You do not need to be John Carmack or Michelangelo to produce simple code or art for a simple game. And given that you want to continue working in game development, be it as a hobbyist, Indie or in a bigger Studio, all skills you can bring to the table will help you develop games and landing a job.
If you want to work in a team, then
1. Make sure everyone is in the team for the same reason, and the right reason. At your stage, that is to learn, not to create games. Games created at this stage are just tools to help you learning.
2. Make sure everyone is on the same page when it comes to "benefits"... if you must do shady profit-sharing schemes, do it. But upfront. Better yet, make it clear that the project will not make a penny (chances are very good it will not), and make it a free / open source project from the start. You will get many more people ready to help for free this way.
3. Copyrights... make sure that rights to everyones work is cleared up at the start. Else somebody vanishes from the project, and with him you might lose the right to use his work.
4. Don't expect too much. You will most probably fail or run into problems with your first project, and chances are good your team will not survive the first failure... when people are not paid, they don't take such things too well.
5. MOST IMPORTANTLY: Don't be the idea guy! Bring some skills into the team that actually matter. Yes, doing the game design can be superimportant, and writing 200 pages of story is also cool... but when the team struggles with technical hurdles and getting the art assets done, you might want to be helpful to team, especially if you are a small team, especially when nobody has much time to work on the project, and especially when you are kind of the team lead. I am not saying that working full steam on the game design so everyone else can concentrate on other topics is not helping... but is it visible enough for the rest of the team that you are actually doing a very important job when we are talking about newbies?
This is where programming or art skills become important, because in a small hobbyist team, these skills will be highly sought after. Everyone thinks he or she is a game designer even though he or she might suck at it... most people that suck at art or programming have little trouble of knowing and acknowledging that.