Pixel art commissions are easy to underquote because a small canvas can still take a lot of iteration. A simple pricing sanity-check I use:
1. Price the process, not just the final pixel dimensions. Include sketching, palette exploration, animation frames, export variants, client messages, and revision time. A 64×64 icon with animation can cost more time than a larger static sprite.
2. Split personal use from commercial/game use. A profile icon, a Twitch emote pack, and sprites for a released game should not use the same rate. Add a usage/licensing multiplier when the artwork helps the client earn money.
3. Define revision limits before you start. Include one concept pass and one polish pass, then charge for extra direction changes. This protects the quote without surprising the client.
I work on Artrise, and we made a free art-pricing calculator that walks through hours, costs, profit margin, and usage rights. It does not require signup or payment, and it can be a useful second opinion before sending a quote: Free Art Pricing Calculator — How Much Should I Price My Art? | Artrise
For Aseprite artists: do you quote animation frames as a multiplier, per-frame add-on, or separate package?