It's been a very tricky balancing act, I want it to feel like a skin of your teeth moment where you only just succeed. There is feedback with blood splatters and damage animations, but it's hard to see and hear when the gun recoil kicks your camera away and the shotgun blast muffles every other sound.
I'm not planning on adding checkpoints to that section, and an invisible wall I feel would detract from the tension if you hit one, and thus you know something's really up. So the plan for this next update is to make the fight more fair and have some more room for error.







