I played this and for some reason it made me nostalgic about the Zombies mode of the Call of Duty multiplayer games. The design anticipates a lot of elements like that - there's secondary objectives, a currency system to upgrade and acquire weapons, and navigating that whilst waves of enemies in close quarters enter in. This is a lot to balance for a game made in a week and it's obvious you had some great design objectives to guide the game.
For constructive feedback - definitely check out how Zombies approaches design and layout of levels like these! By giving predictable entry points for enemies, and 'circuits' where players can give enemies the slip, Zombies really encourages players to learn and use the layout of the level to their advantage. Although the library is a bit linear at the moment, the twisting turns of grand bookcases could easily create a similar dynamic for players.
Good work!