Quick Update: Other than voice acting, Chapter 4 is finally finished (after many weeks of procrastination), Chapter 5 got done in a few days (which I am yet to beat; my PB is around 4pm; didn't see my time after how quickly Vehicle Dummy slammed into me). Currently working on Chapter 6. Chapters 5 and 6 are easy because I know how to program characters to move in room to room cycles like that (except Petal and Binary move in sync).
So, in short, 13/25 characters programmed, the next three enemies for Chapter 6 (Rumble, Tumble and The Dog) are simpler modified versions of Jawlock, Nursina, and Exister are easy, and then we get onto the more interesting ones.
So far in the game, every time William Brown (the player character) turns around or moves to a new room, all they can see (excluding the text telling them what room they're in, what day it is, and what time it is, APPARITION's timer, the compass, the subtitles and the arrows, as he does not have these literally imprinted in his vision) has been just one image. There's no layering except for layering one 2D image on top of another in one image file/Stencyl animation.
Papimannequin (Chapter 7 enemy) will appear in the north side of Your Room. However, there are already so many animations for this space (empty, empty with door selected, Jawlock, Jawlock with door selected, The Dog, The Dog with door selected, APPARITION's jumpscare, Jawlock's jumpscare, The Dog's jumpscare, Shyyon's jumpscare) that it would be highly impractical to do this considering how many memory and storage issues I've had to the point where everything's just shoved in its own atlas and Poppytail 5 is now the only game I have in the Stencyl software (the others are backed up as .STENCYLs). Same goes for Chapter 7's other new enemy, Nope Nope, who is supposed to appear on
every single image in the game except in jumpscares or rooms where he is ready to attack. This would make it a pain to program this and it would again be highly impractical to double the game's amount of images all for the sake of adding this one character. I'm going to have to figure out some sort of layering arrangement.
I might have to do this for Twistwitch as well. Although I think that all of the other unprogrammed enemies should be fine without layering their images on top for the following reasons:
1) Ennuyeux's only image is his jumpscare animation
2) Banana Prototype and End Prototype have one image of their own each
3) Cakeface, Tripper and Summer-Rose have areas where they can go so they do not overlap spaces where other characters are present, unlike how Jawlock and Shyyon overlap sometimes, for example:

No one by ------- Campbell's desk.

Jawlock alone by the same desk.

Shyyon alone by this desk.

Now both of them are together by the same spot.
If there were a door behind them, there would be double the animations because of whether the door would be highlighted or not. This is why I want to avoid this; it means less animations in the long run and makes everything more torturous for the player from having to keep turning around, watching out for enemies from all angles.
Sorry if this is difficult for anyone to understand. You may have to look at the
character list and perhaps play the
crappy and old test version.
Also, about character modelling. In all of this time, Ennuyeux (I still keep misspelling his name as "Enneyeux") and Summer-Rose still don't have models.