On the positive side, there’s definitely been a decent amount of effort put into the art.
However, this game just feels like it’s trying to be ‘What if FNAF 1 was Friday Night Funkin’ instead?’, rather than having its own identity, or trying to innovate on the core gameplay loop. Even if the bug that causes the characters to be unable to move was fixed, this game would still struggle to stand out against the deluge of FNAF clones that have flooded the internet in the past 8 years, as it’s literally just trying to be FNAF 1.
I would suggest taking a step back, considering how the FNF characters would be best used in a FNAF-esque scenario, and redesigning the game around that.
Considering how certain FNAF-esque games do tend to have some sort of rhythm to the ‘optimal’ sequence of actions that need to be performed in order to survive (generally boiling down to a sequence of ‘check these particular cameras, flash the torches, close the doors, Do The Funny Thing That Needs The Cameras To Be Up, wait for the character to go away’), I think that there could be potential in recontextualising that bit of implicit rhythm-action stuff into an explicit rhythm-action game (with the player closing the doors, swapping the cameras, Doing The Thing, flashing the flashlight, etc, to a particular rhythm).
Something like that would not only give this game the unique selling point it’s currently lacking, but would also deliver a much more cohesive gameplay experience, going beyond the easy-to-dismiss ‘this is just FNAF1 with different graphics and AI that doesn’t do anything’.
There’s genuine potential with the high-level concept of a FNAF-esque game with FNF characters.
But, in this state (of basically just copying FNAF 1 verbatim), that potential is just being squandered.