This could probably work with GBA. One issue is the small 240x160 resolution, meaning the design has to be compressed. Also, you probably wont be able to use sprites for everything, it doesnt support that many. But you could probably use 8bit backgrounds. GBA allows multiple tile-based background layers, with mode 0 or mode 1 you could implement a lot of effects when using sprites on top (https://problemkaputt.de/gbatek.htm#gbalcdvideocontroller).
Either use a clever way to map your game board to 8x8 tiles, or use a large number (4/8 bit paletted color) tiles so that you can just draw arbitray images (like a bitmap, but its set up in tiles). Or just give up on trying to exactly match the hardware and just draw the hole thing using a bit map mode (e.g. mode 4, with 256 color palette and double buffering) - but that also means implementing the parallax effect by hand (since theres only one layer).
Either use a clever way to map your game board to 8x8 tiles, or use a large number (4/8 bit paletted color) tiles so that you can just draw arbitray images (like a bitmap, but its set up in tiles). Or just give up on trying to exactly match the hardware and just draw the hole thing using a bit map mode (e.g. mode 4, with 256 color palette and double buffering) - but that also means implementing the parallax effect by hand (since theres only one layer).