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Obviously a lot of things like this I eventually would've noticed either myself or through other people who I pick for playtesting. And it's not easy to make the game difficult without making it boring, the enemy variety is very small so that is almost unavoidable.
Though I appreciate your feedback, and the research lab is probably from there being more containment units/upgrades placed in that level that are not accessible in the demo or you didn't go back to it after acquiring the web ability, as I believe there is a tooltip trigger telling you when you reached the end of the content for the campaign.
Finally, I have to say, I do think your placing of save spots is weird. Specifically the way you tend to place the final node after the final encounter of the level. I guess you consider these nodes to be objectives, but I do think there should be some more encounters/puzzles between activating the last node and reaching the door. That's why they're save points, after all. But I admit that this is personal preference.
I hope you do not think I'm being a hater here. I really enjoyed this campaign for the most part and it's precisely because it shows so much promise that I'm being thorough with my criticism. I can't wait to play the final version once it's done.
Speaking of cover, the level design does sadly contribute to the frustration, forcing you to attack from a single angle with many enemies immediately spotting you. It basically makes the encounters always come down to either one of two options:
1) try to be stealthy and pick off enemies one by one when they eventually (after long waiting) come close to your spot. Usually you still have to take some hits anyways.
or 2) just grab a grate or corpse and blindly rush into the mob of enemies and knock them out. Not very strategic or engaging.
Wall of text incoming