Dude we gotta get you to be a beta tester so we can address these issues before the release. Your posts crack me up but I hate knowing you're so frustrated.
We'll talk difficulty but first, what do you mean by "the game just eats your input"? You mentioned that before but I may not have understood it, and I want to make sure there's not a bug with the controls.
When you press a few buttons in quick succession and one of them just doesn't do anything. For example, when holding right then quickly slamming slide, aim, left, and shoot in quick succession, the game sometimes totally misses the 'left' input. So, instead of turning around and shooting what's behind you, you instead just shoot to the right. The game 'eats' your input to turn back to the left, meaning it doesn't read the input and acts as if you never pressed that key. Imagine if you're typing something really fast and you try to type the word "val" really quickly, but your computer writes out "vl" even though you know you pressed the A key. That's what an 'eaten input' is. I'm not sure if it's an engine issue or what.
As for being a beta tester, it would depend on what the scheduling on that would be and how often I would need to test new builds. I don't want to cause the update schedule to be pushed back because I haven't had time to play a build.
If my input is wanted though, I think the latest level would greatly benefit from increasing the intervals between fast zombie spawns as well as decreasing the overall enemy count in those rooms. If what I read before was true about them being 50 enemies, 100 enemies, then 150 enemies, I'd suggest dropping them down to 25, 35, and 50 with a bigger break between them spawning. Give the player some time to breathe and reload and whatnot. Also, the zombies should have some system in place so that they don't ever stand right on top of you so you can't hit them with a kick. They should always be in range of your weakest attack no matter how many are on you. Maybe give the kick a knock back effect too. That way, if you're in a situation where you have a stack of regular zombies on you, you can kick them and scoot them back a bit so you have time to reload or do whatever you gotta do so that stacking isn't ultra lethal.
Also, purely from a player's perspective, it's never a bad thing to include cheats to make the game super easy. Some of the best memories I've ever had gaming were from using cheat codes on GTA or Saints Row growing up, so they certainly don't 'ruin the experience' or 'cheapen' the game. As a player, having them there and having the personal choice to enable them if I want to can only ever benefit my experience with any given game. That way players who ARE skilled enough to play the game as is, and enjoy doing so, can do that. However, it also allows the players who aren't as good at the game, who maybe can't quite get a grasp on how to most optimally use the tools they're given in game, the opportunity to activate God Mode or Infinite Ammo to get past the sections that are really giving them a headache and enjoy the rest of the content your game has to offer. God knows I most certainly would have benefitted from the ability to punch in a button combination to activate God Mode just for those fast zombie sections so that I could actually progress past them and get to the rest of the game.
In games like this, yes it's fun to see the game over animations. But only when you actively WANT to see them. No one wants to be in a situation where they're stuck with the same animation, the same CG pic, and the same section of gameplay over and over.