Thanks for the feedback! Until the very last minute before we built/submitted there was a decently clear indicator for which enemies were invincible (not real) and which weren't, the fake enemies are a bit transparent. However we decided to add a bit of lighting coming from the player at the last minute and didn't notice that made it harder to differentiate the real enemies from the fake ones, it was much easier to tell which were real when there was global lighting.
It just comes down to rushing things without much testing