Ok, I'm sorry but I just couldn't tell what to do. The map design is convoluted, there's no way of telling what direction you're moving (like a compass), and once you get somewhere, there's not much to figure out the task either.
I believe this is exclusively an issue of your team make-up: You have 5 artists, 3 sound designers, a project lead (that somehow didn't take any other role?), a writer (in a game with barely any story) and a single programmer. What this means is, basically, that a single person is in charge of everything unrelated to the game looking (or sounding) pretty. This creates a massive bottleneck and should always be avoided. This is almost definitely the reason you don't have a proper way to go back to the main menu.
In a 10-person team, I'd say 2 programmers at the minimum, if not 3: One for the monster behaviour, one for any standalone tasks at each place, and one for movement/items/integrating animations & sounds/etc.
Now for the good: The game is beautiful. The wall maps look great, the facility looks awesome, the monster shines nicely, the PDA works smoothly, etc. Sound seemed nice too, though I probably heard only a fraction. I'm certain that if I figured out what to do, it'd have seemed even better.
Nonetheless, if you proceed with this project, all of these issues are solvable. Don't blame each other for clearly each one did their job (within the humanly possible). The potential is there!