That's right! If you are making a 2D game, try to take it over the edge in terms of what consoles like the SNES or Genesis could do! Here's a list of some 2D PS1 games for inspiration: https://www.thegamer.com/ps1-best-2d-games/
Of course, nobody expects to create 2D artwork like these example games in two weeks, but what they could do that 16 bit console games could not do generally:
- Better/more transparency effects
- Sprites that have more than 16 colors
- More than 128 sprites on screen at once
- More than 4 background layers (More parallax layers)
- More rotation and distortion effects
- Some even experimented with simple polygonal elements in the background art
- 320x240 resolution with yp to 256 colors on screen at once. Generally, the Genesis had the resolution (sorta) but it couldn't display more than 64 colors at any given time, while the SNES resolution was way lower but it could display up to 256 colors at once, so a game that does both 320x240 AND 256 colors at once would already look like it's next gen compared to those consoles!)
Of course you don't have to use all of those tricks, but they are some quick tells of a game that belongs in the 32 bit era :)