All right, so we're starting with a shortish comic, one episode, but it hits my guidelines for length, and it's a nice way to ease into the new thread, being both short and a shounen-influenced action comic, so the same genre as most of my work! Let's log into Ignis Somnia...
Title thoughts:
The title is something that jumps out at me as something I'm not necessarily feeling so I felt like it needed discussion. I'm not a latin speaker, so I can't really comment on the grammar, and even if it was wrong, that'd line up with the shounen manga feel anyway, but my reason is more that I don't think this title matches the tone of the comic. The comic has a comedic tone that most reminded me of more silly and irreverent shounen manga; something like One Punch Man or Bleach, but the title sounds really grand and serious and sort of generic. "Fire Dreams" in intimidating Latin just doesn't really say "this is a funny comic about an ordinary guy who enters a virtual fighting tournament playing as an accountant". It's potentially a bit late to change the name, but it is something I wanted to flag. Latin titles sound serious and epic, but this comic is irreverent and down to earth. It's fine as the title of the game, but works less well as the title of the comic. It's probably not necessarily an easy thing to change without rebooting, but I think it's maybe worth thinking about how the title of a work relates to the content and tone.
Art talk:
Being in black and white, you're always at a disadvantage in webcomics. It's not really a criticism, since black and white is in no way inferior to colour, it's more just something to be aware of, so that if you're ever feeling like no matter how hard you're working or how much you improve you still struggle to build readership, it's often simply due to being less eye-catching than colour comics.
Drawing an action comic is daunting, and anyone who says otherwise is either lying or an art thief. When you step into the action comics arena, there's no place to hide weaknesses in your ability to draw anatomy and perspective. Every genre has things that are challenging to draw, and with action the hard part is that you don't get to cloak what's happening in shadow or hint at it; you have to draw it, and the poses and space showing one or more characters doing dynamic things with props or punching each other all has to read clearly. So basically, props to you for choosing a tough genre to draw. Be daring and confront your weaknesses head-on and you'll improve quickly!
The style here has a shounen manga vibe that feels most inspired by the sort of mixed cartoonish yet naturalistic look of One Punch Man or My Hero Academia. It's pretty well drawn, but I feel like one of the biggest issues is generally inconsistency, both in style and quality.
It's hard to get a sense for any consistent style rules here. It often feels like I'm looking at a very cartoony face, a very naturalistic sort of slim body and then these very stylised big squared-off chunky hands in some panels, but much more naturally proportioned hands in others. The face style seems to change depending on the angle they're drawn from too, particularly the noses. Often the individual parts of the characters are well-drawn, or a panel or expression will be drawn well, but because the quality and style aren't consistent, it brings down the general polish of the comic. Going off-model for comedic or dramatic effect can be very effective, but ideally, you want about 80-90% of your panels to have the characters drawn to a consistent "on model" style so that the stylistic switch feels deliberate rather than accidental.
I'd advise spending some time practising getting your character designs consistent through different head rotations and maybe making some model sheets.
A good model sheet should give you some nice clear rules about how things are drawn from certain angles etc. You don't have to follow them perfectly all the time, but staying fairly close tends to give a nice "pro" feel.
Here are some good model sheet examples:


Come up with some rules for things like "Where do I put the hatching?" and "How does Jin's nose look straight on, in profile, 3/4 view and when viewed from a low or high angle?
For general anatomical guidance, it's overall not bad, but I'd give some attention to the pelvis region.... Yes, I know, it's always the most embarrassing area to look for tutorials and reference, but you need to nail that area to draw good fight scenes and get a really solid sense of depth to figures!
Here's a decent tutorial/ref for getting started there:
I often find learning to draw characters wearing underwear is effective for learning this. If you can't draw pants on them and have the pants look right, you know it needs fixing. (Yes my amazing tip is draw characters in their pants
)
In terms of composition, I feel like there's awareness and use of a lot of stylistic techniques here from manga without always a full understanding of where to best use them. It's good that you're giving challenging techniques like extreme angles, dramatic lighting, fisheye-effect and popping out of panel borders a go, because these are all great techniques to learn and can add a lot of drama. The problem is, right now these extreme impact panels currently are everywhere. There are very few panels where it's just a box where a person is doing a thing or interacting with another person. The panels are mostly very small and pulled in very tight with extreme focus on small parts of the characters bodies zoomed in very close, and very few panels where we see more than one character to get a sense of spacial relationship between the two.
You don't have to be extra every panel. In fact, it tends to give the impression that the artist is relying on intense closeups and exaggerated stylisation to avoid drawing backgrounds or more subtle expressions or full bodies; things that are hard to draw but not as exciting or eyecatching, and it can get a little tiring and hard to follow the tone and spacial logic of the scene. Dial it down a bit, do more panels that are a bit more subdued so that the ones where you break borders and use wacky camera techniques and extreme close-ups will have a lot more impact.
Story Talk:
So right off the bat, we get a generally fairly classic setup for a shounen manga style story. Ordinary guy hates his ordinary life. There's an opportunity that leads to him being thrust into a big high-stakes contest of might, but there's a twist on his capabilities and origin that makes him an underdog. It's a good structure to hang a comic on.
The pacing isn't bad and it's easy to follow, but there are a few things I feel could be done to improve this:
Firstly, I think it would have been more impactful if we saw what the game is like in the opening instead of a guy in a suit standing in darkness, talking about the game (I don't think I've ever seen a commercial like this, I guess it's kind of like an E3 showcase, but he's talking about the game like he's not involved with the company like a documentary, unsure what this was going for). It would better set up the main selling point of the series as an action comic; "check out these cool characters fighting!", it would get across why the main character wants into that exciting, glamorous world so badly if we saw the contrast between it and his mundane life, and it would also show just how funny and out of place his accountant character is among all these cool like knights, wizards, space marines and ninjas and the like. It'd also be a great place to tease characters who will show up later and show how amazing and cool they are so when the character has to fight them it's like "Oh geez, it's that badass archer guy from the trailer!"
There's really not a good plot reason for how cagey the comic seems to be about showing us the game. It's been around fifteen years and is part of daily life, it's a central aspect of this story's plot, but at the end of the first chapter, when the main character has been recruited to take part in this game, we know nothing about it and don't have a sense for what's so cool about it or why he's hilariously out of place as an accountant because we haven't seen the game. It doesn't need to be shrouded in mystery because the characters ought to already know all about it; it is such an old game it would hypothetically be on the Game Cube/PS2/original XBox! and people are still playing it with a thriving competitive scene! There would be dedicated sites and wikis and youtube channels about this game, it'd be so ingrained in pop-culture that there would be stuff literally everyone knows without even ever having played.
We're sold the idea that the game is exciting because you can be anything, but being able to play a game where you get a randomly generated class doesn't really affect our protagonist's life in a concrete way. In terms of audience excitement, it's about the same as the protagonist getting Netflix. "Yes! I have acquired access! To this amazing video streaming service that appeared a few years ago and became beloved worldwide because on Netflix I can watch practically anything!" I can play a huge variety of combinations of character types, classes and builds in World of Warcraft, and playing it makes my life a little more fun, but you wouldn't read a comic about me playing WoW, because it has no material impact on my life or particular stakes. This is a pretty common issue with stories about playing videogames, and the reason isekai tends to involve the character getting sucked into a world that functions like a game, but where the life and death stakes are very real.
It currently makes no difference to me if the character plays the game or not because he doesn't really stand to gain or lose anything and has no particular motivation.
Like you could currently summarise this comic like this:
"My life is boring, I sure wish I could play this cool fifteen year old fighting game."
"Here is a copy of that game you want for free!"
"Wow, thanks! Now I can play the game I wanted!"
"But I gave you it because I want to train you to be really good at it!"
Where's the story here? Why should I root for Nine? Why should I worry about him? Is Jin going to KILL him if he doesn't become good at the game? Is becoming a star player and earning a million dollar prize for winning first place the only way he can pay for a relative's lifesaving surgery? The current issue is, the only thing he has stated a desire for is to play a videogame, and the only stakes are he is bad at playing the video game and has to keep trying. He's already straight up said he has no particular interests, hobbies or ambitions, so my initial feelings about this guy are that he's.... kind of boring and I don't get why Jin has chosen him as a person to train? If he'd said something like "I used to play fighting games all the time, I even placed in some national tournaments... but after dad died, I knew with needing to provide for mom and my siblings I couldn't pursue some flaky dream like being a pro gamer, so I'm studying to be an accountant. I hate it. I wish I could play that cool fighting game..." I think he might be a more compelling and sympathetic character.
Overall, I don't think it's a bad premise, but I do think it needs to have some stakes and a goal and more protagonist agency to really feel like we're being told a compelling story about an interesting character who we want to see succeed.
It's not a bad comic, but a bit more thought used with the composition, style and use of impact panels, and giving the story a bit more "oomph" would definitely help push up the overall impact and polish.