@Cielle
Hi there! It's good of you to seek out feedback. I believe I reviewed another comic earlier in the thread that was a self-admitted first-steps type of work (39 Days of Summer by @susanbehrends), maybe you could guys could be friends and help each other improve : ).
Layout
The comic starts out with some rough layout choices -- lots of empty space, and tons of typefaces. Later pages have more panels that are closer together. Sometimes the narrative is difficult to follow because characters are in front of pulsing, abstract backgrounds.
I think you should work on this comic for as long as it is fun to work on. On the side, practice smaller elements of making a comic. These elements are:
Draftsmanship
Draw a lot! Draw from life! Draw things that are fun to draw. Draw things that aren't fun and are difficult too. Start with simple shapes and work up to human forms and architecture.
Narrative
Okay, now, step away from Reus for a second. Make an entire, self-contained story using only one panel. Show it to people and ask them what the story is. Do this many times, until people are able to recognize your stories consistently. They can be really dumb stories, they just each have to be different, with an entirely new cast of characters, setting, and circumstance for each one.
Next, tell self-contained stories using only two panels. Use the first panel to set up an action, and the second to resolve it. Ask readers what they think is happening. Do this until people can understand what is happening, again the subject matter can be pretty minor, like a person punching another person, a monkey stealing an apple, whatever you wish (just make sure it's all different stories about a wide range of characters!)
Finally, I'll recommend the Santoro comics method, which involves using nine uniform panels on a page to tell a story. Here's what it sorta looks like.
...and if you watch this Tumblr, it will reblog other fine examples of the nine-panel method, from which I hope you can find inspiration! The point is mostly to get a solid sense of how stories progress and what takes a reader from one panel to the next in a meaningful way.
Go non-digital
Try working with different media, especially messy and unruly media, to capture rendering techniques that you can bring back to the computer. Charcoal's a great, cheap start.
Typography
It's difficult to explain the principles of good typography in one post (and in this instance I felt like practicing narrative and drawing were more important than typography). However, if I had to nudge you in a direction, I'd suggest focusing on legible typography over fancy typography.
Anyway, you've got a lot of drawing to do, whether you take my suggestions or continue on your own way! Hope it stays fun and keeps you happy.