Off to a solid start, congrats on completing the first chapter! I think the main thing that stands out to me as something that could improve it quite a bit is just that it's rather light on pictures/panels. Like each episode has 6 panels/pictures, but then often times on the side the text will go through what I would typically be expect to be like... many more panels worth of dialogue and content. It's almost like a picture book where key moments are being pulled out to illustrate rather than illustrating everything like you would usually see in a comic. That's not necessarily a bad approach though!
I have 2 possible approaches that might improve it:
1.) Lean more into it being a comic and add more panels~ In animation, there are things called "Key Frames" and "Inbetween Frames". Key Frames are all of the most important moments that make up the story, while the Inbetween ones are what make the animation as a whole flow smoothly as they transition from key frame to key frame. What seems to be happening with your comic is that it only shows the key frames in pictures and doesn't have any inbetween frames, which makes the images jarring and inconsistent compared to the words on the side. For example, this panel:
Evidently what you wanted to emphasize here was the rival showing up and challenging the player to a fight. That was the key moment that you identified and chose to draw. But really, this panel contains like... 3-4 panels worth of content in the dialogue. The first bullet point of dialogue could be either 1 or 2 panels- at the minimum 1 showing the farm in question, but perhaps a second of the player thinking back to the guy from the road". Next would be a panel showing the rival behind the player yelling at him from afar. This is kind of what i interpret what's actually drawn to represent. Lastly there would be a panel where the player turns around to face the rival and they exchange the last two bits of dialogue. This would allow us to read the story at a more event pace to what's actually happening. As is a lot of stuff actually happens in this panel, but all we get to see is an angry guy pointing off into the distance with no sense of context or who all is even involved or talking.
2.) The other option is to lean more into the picture book feeling where you still only illustrate the key images for each scene, but then I would advise you to be a little more careful and selective with what 1 picture helps represent the panel the best. An example that I thought of comes from a video game I've played recently, Atelier Ayesha, where for several of the character events/endings, they use a single illustration while they run lots of dialogue over the top of it. Here's an example:
The main takeaways are: each character involved in the scene can be seen, the dialogue pop ups indicate which character is talking, the poses and expressions selected are a good summary of how each character feels throughout the scene, and some hints of background are shown to contextualize where the characters are, both in general as well as in relation to one another. You actually are already doing this pretty well in some panels:
(just as a few examples, these aren't the only ones)
But others like these are a little dull or feel incomplete, and probably aren't the best key frames to tell the story with. Adding some background elements and the player character where he's speaking could go a ways towards improving them:
I hope this review was helpful, best of luck moving forward 