Haha, it's certainly clunky and undercooked in its current state, but I do think the concept has a lot of merit!
There's definitely a lot missing here that makes the gameplay very confusing and unsatisfying, such as the lack of feedback for attacks which makes it difficult to comprehend how much damage they do and why some attacks don't work on certain units. Furthermore, the controls can be frustrating: I kept trying to aim the red line attacks with the mouse but they are unfortunately stuck going in whatever direction the player is facing.
However, the whole concept of having this huge assortment of moves with all sorts of strengths, weaknesses and utility functions associated to them could definitely be used to create some really chaotic and fun improvisational gameplay! I love the idea of scrambling to find a move that isn't on cooldown that can work with whatever threat you're facing, as it looks like what you might have going here is that some moves are only effective on certain age groups. Certainly some creative moves besides standard damage attacks as well, like the boof pass to debuff an enemies movement and the hypnotize to freeze a group.
Unfortunately at the moment it can be a bit difficult to deduce the logic behind what attacks works and what doesn't against certain units, and furthermore some moves are too overly effective while having such small cooldowns that it doesn't force you to explore the rest of your options when you can keep cycling through that small group of moves. Still, with some tweaks here and there I could see this concept getting some serious mileage! Reminds me of some other game jam games that randomize your guns every few seconds and such to make it very chaotic, but in a fresh new way with this crazy piano keyboard assortment of moves. I bet it'd be a big hit with the old-school MMO crowd, haha!