@ysty, thanks. I considered making them faster, but given that I made the game and couldn't always complete the missions, I figured it was at a descent difficulty level. I wanted to make some more enemy types but didn't end up with enough time.
@exr, more enemy types was on my wish list, code already accounted for it, I just didn't have time to get them made.
@automatonvx, keys and locked doors were on my wishlist of things that I ran out of time for. Better graphics were also. The enemies turning slowly wasn't a stealththing persay, I just had a limited turn rate for them and the would only move forward. so they would turn until almost facing the correct way.
@fazz, thanks for the feed back. You are correct, the prod-gen does use a maze alogrythin so the 'follow the left' does work. The loops and center room would have made some of my other prod-gen much harder (locked doors and keys) as I couldn't just use a tree to ID what was behind what door.
@speedysloth99, Thanks for the feedback! Sounds like you played carefully instead of a rush forward way (same as me). If so, energy management isn't much of an issue. If you don't get hit & don't miss, there is enough energy to kill ~49 enemies. I believe the max number of enemies is 72 with the current generation code. but that is really unlikely. I suspect that with the exception of really rare generations, there is enough energy to kill all the enemies (if not hit/no misses). As for the physics, the player, bullets, and enemies are all physics objects.