The game breaking bug you are talking about is not a bug. You're actually just activating the respawn of the ennemies that avoid you being stuck. I was also a bit confused at first when I played the level, but it is just a safety to avoid you softlocking yourself on the section with a strangely placed respawn detection spot.
Initially it was thought to have 4 levels. But due to an internet shortage on my end happening halfway through the project, I was unable to work properly on my part. Which slowed everything down. The extra time was spent on actually making a level. The game was supposed to be rather different.
Well, you can thank merrilee for the music (and also sfx). I am the one who drew the UI for the pause menu (and set the darkenig effect on the qui & close buttons upon clicking on them), the modular settings were added by eshevek who worked on the code and had to build the level.