REVIEWING:
Telling you now, it will feel like I'm coming down hard on this one, but that's because it has a lot of potential, and so many things are close to great but just missing by a bit that there's a great deal to chew on. Not a bad comic by any means, but many areas look like they can improve or be learned from, so that's my aim here.
First off, striking art style. A little anime, a little early 2000 cartoon show (the large eyes and thick lines give me a dexter's lab, powerpuff girls vibe). It gets a lot better as it goes too, great fun seeing the artist here grow and improve. There's a great use of color and differing environments have a good sense of tone. The blue ice caves look great, especially with the more saturated main cast popping off the pale blue ice. The outside of the ice caves are very cool and surreal, and the character designs have good variety and are appealing, with fun proportions and shapes.
The biggest issue with the art is a weakly conveyed sense of depth. The characters and backgrounds have a similar line width, so most characters/objects, even in wide shots, feels close together. Characters almost always feel like they're on the same plane as it were, even if they're on opposite sides of a cage. Making the lines thinner farther away would do a lot for this, as would trying to imagine a series of "planes"moving back where objects become smaller and less detailed. The later bits where the background lines are a different color help, but still don't quite convey space and distance as well as they could. There's a shot for example where they're all sliding down an ice slide, and the characters are different sized to convey depth, but the black outlines on the farthest away character still make the whole image feel "flat"
The second biggest issue is in the portrayal of action scenes. Related to the depth issue, the big problem with the action scenes is that the "camera" is usually very close to the characters, meaning the audience has trouble keeping the relation of the different elements of the scene straight, or understand a lot of the choreography. The ice cave scene for example, is all about where the action is taking place in relation to the ice cage, but I don't think there's a panel wide enough to show us where the ice monster fight is taking relative to the ice cage. The sequence of the hero climbing up ONTO the cage is very hard to understand since it's conveyed in a series of insert shots. The closeness of the shots also hurts you by not letting you show big wide dynamic poses to sell how skilled your heroes are. The consistent closeness also makes the pacing of the entire fight same-y feel since we're not going big and wide to convey important moments. Variety of angle and distance does a lot to keep a fight scene from getting stale.
I would highly suggest watching an action scene from say Fury Road, any classic Spielberg (Indiana Jones, Jurassic Park) or classic Bruce Lee/Jackie Chan flicks. See how the physical space the fight takes place in is clearly conveyed, and how the fact that you KNOW how the room is set up increases the tension, and plants payoffs. Try drawing some storyboards of them. Understanding leads to anticipation leads to excitement in your audience. I totally understand the desire to not have to draw wide panels or environment shots (I really ONLY want to draw characters myself) but if you do that you only leave the audience confused and weaken good action scene ideas.
Also honestly, you are probably trying to cram too many panels into these pages. Stuff like the cage exploding should have gotten it's own entire page to be appreciated properly.
The last action issue is a lack of clear anticipation frames. You don't always need to do this, but a panel of someone winding up for a big swing, and then a wider shot of it hitting, can be a very effective way to make the important hits feel important. There's an over-reliance on speed lines/blur effects on close shots of impacts instead of preceding impact panels with anticipation panels. It's not in an action scene, but the recent page of him using a huge ice pillar to make a bridge is a good example. The shots of him hefting the thing and carrying it are CU dialog style shots, and then the next panel is the pillar in place with speedlines on it to imply it hitting.
Sorry, visual language is my passion but one more thing, a good example of a place where a single wide of the room would have improved the story is between the cage being broken and them getting to the magical salamander. Earlier shots showed that thing across the whole room, but there's not a shot of them arriving at the big pedestal, or a shot showing the aftermath of the fight scene rubble to let the audience breath for a moment. Ruins the majesty of the location as established earlier.
The story's got some issues. First off we open with a LOT of exposition, first with the godesses and then with our black belt teenagers and their old master. There's an imbalance going on in plot information vs character building, and we're off on our big quest of the comic before learning really much of anything about who our heroes are as people. The godesses are a little better (they're involved in the stakes of the drama from go) but the kids just feel dragged along by the plot without much wants or needs of their own early on, which give the adventure a sense of apathy that's hard to shake. Why are they doing this? They don't even seem to care. We don't find out that like one of them loves a little brother, and the evil dog will definitely eat the whole town and they love that kid, I'll do it, old man!
The lack of characterization is the biggest flaw and affects a lot of otherwise good aspects of the comic negatively. Each hero has about one personality trait, thus the jokes around their interactions feel shallow and stale by the second time they happen. Their abilities as fighters aren't explained really (outside of their titles) so when they're in an action scene it's hard to wonder how they might overcome an obstacle, and a lack of understand of their personalities and wants make it hard to care if they overcome them.
SO that was mostly critique, but that's because I think this has a lot of promise and it's only getting better as it goes. I hope you keep making comics and improving! Thanks for submitting.