You can be as brutal as you want, i appreciate the feedback. Below is a bit of an explanation if you're curious of how everything went.
We knew that there were issues with the map as we had them in our original paper prototypes that we made on day one and no revisions were made to the design. Unfortunately, all of my own focus was put into making the game mechanics since I wanted to learn c++.
I definitely couldve handled it better and put some emphasis to the team member responsible for it to change it. The creation of the map itself took a day which was more than expected so they ended up never getting to props.
Now to my own mistake, i worded the description of the objective wrong. I should've just said find all the items to win to keep it simple but I noticed in one of the playtests after launch that it confused them.
The enemy was also a bit of a last minute blunder. We wanted to make use of a really nice model but importing into unreal presented a host of issues and broken animations, during the last hours of deadline i just grabbed whatever i could off of mixamo and made it work.
Thanks again for the feedback, we are working on a new build with everything fixed once we are allowed to get it uploaded.