I thought the bigger size would be better as assets as it is easier to downscale than it is to upscale.
No problem tho. I'll update them with both versions and get back to you.
Upscale in 10 times is too large. In fact, uscaled pixel art sprites find their use in games (this is especially useful when turning, moving smoothly, and zooming). However, x4 and x8 upscaling are sufficient for most purposes and higher than x8 is redundant — you can look at famous sprite rotation algorithms (for example, EPX, Scale, AdvMAME2, Eagle, hqx, xBR, RoSprite and etc) and find that they are used by upscaling in 2, 3, 4, 5, 6 and by a maximum of 8 times, however, I would recommend using a power of two everywhere, and I've never seen a situation where it would be necessary to upscale a pixel art image more than 8x for any operation (x4 is enough for most purposes).
Also, one big spritesheet with 10x upscaled images is very inconvenient, as it turns out to be a huge 11200x5440 canvas 0_0. We usually work with smaller spritesheets when it comes to pixel art. Moreover, such a big spritesheet will not be possible to use as an asset source in any game engine - just keep in mind that the latest DirectX 12 has a texture size limit of 16384x16384, and newest mobile devices have a limit of 4096x4096, and the safe size is 2048x2048 (so in any case this huge spritesheet will have to be repacked into compressed sprite atlases).
For these reasons, I would recommend that you make one archive that contains 2 versions: one in 1-to-1 scale, and the other in x4 or x8 scale. At the same time, the 1-to-1 version is a priority and it should contain both spritesheet and sliced sprites, since if necessary, we can all simply increase the size of the sprite ourselves or write a shader that does it for us already in the game. But an x4 or x8 version in addition to the x1 would be a nice bonus.
I would also like you to divide the sprites into groups (characters, UI elements, special effects, and so on). This applies to both spritesheets (each group has its own spritesheet with reasonable size) and individual sprites (by folders).