To be realistic, unless someone who has successfully completed multiple projects like this puts themselves in charge (with demos already in their portfolio), it's likely just going to stay an incomplete project.
If you really want to work on it, figure out the exact style/genre/exactly how the game works first, list out the specific things that need to be done, and make it really easy for someone else to continue your job.
The level of specificity I'm talking about is AT LEAST something along the lines of "walk-around adventure like original LOZ, seven sections to explore, character-driven plot with 3 other main characters; a title theme plus a credits theme makes 7 + 3 + 2 = 12 songs to be written," if not even more specific.
What engine are you using to make the game? What programming language does it use / is it easy to pick up? If you use a piece of software that costs money or just isn't user friendly at all, then any work you've done is basically useless except in the instance where you dedicate the majority of your spare time for several months to developing and completing the game.
Also, purely hypothetical, if the game gets to a stage where we have a working demo introducing the story and characters, it's important for the contributors to not get upset if their work/ideas aren't included when making the final version. My guess is that given the number of composers who would want to work on it, we'll get an abundance of work that just isn't included, whether or not there was room for it in the game. There could just be an extras folder that has art, music, and ideas that don't make it in the game.
So... backtracking, first step is making a road map, which requires understanding style/genre or whatever; popular opinion should be considered but the ideal is that it should be easy -to program and -for someone else to continue where you left off.