game dev, you fool! you've made the assumption that people won't immediately take the selfish route in what appears to them as (or is) a low-stakes situation and produced a highly frustrating and wrongly punishing situation!
word of advice: if you're making a (multiplayer) game and intend on adding some kind of "random person is picked and others have to save them" concept, unless that game is team-based, assume that every single player with agency will take the selfish route - or that those who don't will be incredibly stupid/unaware/unskilled/in the worst position possible to help - and design it around that. which is to say, do not punish a randomly-picked player for other people's ineptitude/inability and/or inevitable selfishness, *especially* if it's likely said players won't know them (and ergo shame or other social/emotional factors may as well be irrelevant) or not understand why they'd want to take the "selfless" route in the first place
actually, trying to find the absolute worst-case scenario and building/adjusting from there is just a good idea in general
anyways... note to self: play in singleplayer until they either remove that floor or change it