I had the same idea as you at the very first idea, but I changed my mind after I discovered that such inconvenience may lead to a new type of puzzle: Bugs that block the path
What I mean is that on top of these isolated waves, I would prefer a more flexible, more fluid enemy spawning mechanism. It may help the game more immersive and create a smoother balance between challenge and skill.
The Resolution is a bit weird. The game mechanic is rich in potential and well demonstrated. Slightly polishing the Difficulty curve and monster appearance rhythm within a level may let the game have a better experience.