Probably you should screengrab some games from the first couple years of the SNES’ life and doodle things for your game that look like those screens. Possibly some later games that more directly inspired the game you’re making, too. Possibly you should read up on the precise technical limitations of its graphics and be precise about how many colors and moving objects you allow yourself. Possibly you might decide to break those limitations for the sake of making the game more fun, but it’s probably better to break them knowingly.
Then look at DOS games from that era. Same decisions and rabbit holes as above. Does it feel like there’s a harmony between them? Does one feel much better for the game you want to make? Play with shitty TV filters on the SNES and DOS shots.
Then doodle some things with fewer limitations. How do they feel? Does the lack of limitations make it easier or harder to animate an entire new game entity? And which one is more fun? Experiment, sketch, play, explore. It’s art. It’s also business. Maybe. Maybe you have a skazillion bucks to pay your bills and pay artists and musicians and whatnot while you develop it with no care for it selling even a single copy. Limited funds can stretch further with limited scope.
There is no single right answer to these questions. You need to find them yourself.