So a little backstory here, since the Pixel Purge team was not only assigned from the start, but we were also assigned with the type of product to create as well, which was a game. Right off the bat as strangers, we had to hit things off with a few icebreakers to get a feel for each other, and we all asked ourselves what we our favorite games were. Everyone gave their inputs, and popular indie titles made the list, such as Hollow Knight, Binding of Isaac, Super Meat Boy, and Dead Cells. I noticed there was a genre trend of metroidvania type games, or sidescrollers, so I pitched that game genre to the team, and this is how we ran away with the idea for Pixel Purge.
Is pretty much what the title of the game meant. Pixel "Purge," meaning that we were to mush and smash these pixel art assets together and make a game out of them without regards to a specific theme or regiment. All of us decided that with our then abilities and experience with Unity, any time put towards art can be better spent developing or fixing bugs. That doesn't go to say we completely forgo using our eyes for this game, but merely a visual barebones attempt on a sidescroller in order to maximize time spent on writing scripts. As someone who is usually on the other side, taking extra time to painstakingly adjust details as a perfectionist, this was a new experience for me to hold my urges against getting caught up about visual perspective.