Haha thanks for the comment, the L4D Director was literally my main inspiration for this jam!
There was originally a third mode with six possible entrances, but was scrapped for time. Luckily the background remains as the icon for the game's page.
I do agree somewhat with this feedback, however the aim of the experience is that there is no 'win' state, and no matter how many times you shoot they A.I., they just need to shoot you once.
Also the rendering bug was an issue with the web build. I thought we fixed it with changing how layering worked, but I guess the bug sneaked back in under a different form.
Funnily enough my original idea was to use ML-Agents to actually have the AI be good, but decided for a humor based approach. The AI was meant to be predictable to make the first few levels easy and fast, to get to where they cheat as quick as possibly, while reinforcing the idea that the AI genuinely sucks and needs to rely on cheating in order to win.
While not the first game to use dev options as a gameplay aspect, this put a cool spin on it, Great job! My only real issues would be that the spike hitboxes were a bit inconsistent in some levels, and that it became easy to exploit infinite jumps in some areas when mixed with dashes into walls.
Also if you could check my game out that would be great!