This is my opinion only, so I'm not speaking for anyone, but selling an old-school low res adventure game isn't a big money maker (quite a niche market), needs to be marketed well, and once money gets involved, then there's the obligation to keep people up to date and meet deadlines (if set).
Making money does give the opportunity to hire more people, but having more people on the team also means extra management is required. And if you're paying them, you need to make sure you have enough funds to continue to pay, otherwise they may decide not to continue working on the project.
My viewpoint on a Kickstarter is that it can certainly help with getting more people on board, but even if you look at the funds raised for QFI - $60k is not a lot between a team of artists, programmers, composers and story writer. It means that everyone is able to spend a little more time working on the game, but are still constrained by time they need to spend working in their normal job, plus spending time with family.
At this stage, the core HQ team doesn't need to expand as the sprites are being done at a good pace and a lot of the game is coded already. As I mentioned, the only thing we will need extra help with is a possible voice pack. And the game's come so far on no budget already, ideally we'd like to keep it that way.