>>3816021First figure out how much shit is going to be on the screen and use that to determine your resolution/zoom level (generally 1x or 2x right now unless you're targeting ultra-high-density mobile screens).
Now figure out how large the objects are going to be on the screen. Decide on sizes for the sprites.
If there are tiles, choose dimensions in powers of 2 for each tile (eg 32x32 or 64x64x16).
Then just open up whatever app you draw with, create a canvas with the size you've decided on for that object, zoom in a shitload, and start drawing it.
Zoom out regularly to the display size to see how it'll look in-game.
That's it. That's how everyone did it back when pixel art was unavoidable rather than a gimmick.
You'll grasp the problems and solutions that come with trying to communicate visual information with limited resolution, without any philosophies, styles, or paradigms getting in the way.
In time, you'll learn and improve.