When a free soloist climbs a mountain by themselves, they are entirely alone. Do you think they have time to think about loneliness while climbing? No.
That’s the mentality you need when building solo. If you’re thinking about how lonely you are, it just means you’re losing focus. Get your head in the game.
When you get to the top, you have all the time in the world to think about how lonely you are up there. And if you don’t get to the top, well, don’t worry about it…
Free climbing is a high-risk pursuit. A free climber goes on occasional expeditions where they solo a route, but before then, they train with others, have spotters and partners during route practice, and whole communities to provide help, support and emergency contact should things go wrong. Alex Honnold doesn't just rock up to a mountain (if you'll forgive the pun) and solo it every day for months on end.
It's very difficult to just put everything aside and focus on a singular task for the amount of time it takes to complete a significant software project. Once the initial enthusiasm wanes, keeping going can be a real challenge when you're on your own. The OP's concerns are absolutely valid and deserve respect.
The maps are pretty, but the per-tile build constraints of the WFC build approach means that pretty unnatural generations end up happening because non-local influence is difficult to take into account. I think this may be OK for games where you discover tiles one at a time, but for a full map generator it's not great, and better solutions exist. Red Blob Games did a writeup of a noise-based method which looks superior imo. You can use moisture-tracking approaches for rivers, lay roads, bridges and other artificial elements in a separate pass, and it will likely end up faster and more robust. I think WFC is an interesting programming problem, though, so it was likely fun to implement.
Nonetheless, this was an excellent write-up and impressive demo.