Hey, so since @austin-sierra was so helpful with my game, I figured I'd share some tips regarding enemy ai here. So, first off, these tips are for quickly building an enemy's pathfinding, for an advanced system, there's other stuff you need to do. I'm gonna give some tips to make it SEEM like you wrote a decent ai.
1. Don't keep checking the path. I assume you're using A* or something like that to find your paths? You need to set a timer for each entity, and update the path when it hits zero. Otherwise, just let your enemies go in the "wrong" direction for a while.
2. Not all enemies need to be pathfinding during gameplay, you can just set some of the enemies to be moving in mostly random directions and the players won't notice because they're being chased by the "smart" enemies.
3. You can, and should, consider having shifting behavior based on proximity to the player. It's way cheaper to have your game check distance then to go through full pathfinding algorithm. You can either count the number of tiles if you're using a grid system, or use a distance formula, I like Euclidean - sqrt((x1-x2)^2+(y1-2)^2).
4. Don't be afraid to use a less complex algorithm for enemies if you're strapped for time. Your player doesn't know what's going on under the hood, and so long as the illusion of enemies thinking and trying to reach you is there, it doesn't really matter how you did it.
This is just some easy changes that can be made to enhance your ai performance with limited time. Most of these changes take very little time to do and can impact performance quite a bit. Also, a disclaimer, I'm not an expert on this. These are just tips from personal experience over the years, maybe some of them aren't 100% good advice. This is just advice to help you with making things quickly. Also, I'm not looking at your code, so I don't even know if you're already implementing some of this stuff. I just figured since @austin-sierra was so nice, even going so far as offering to share some of their code with me, I may as well share some knowledge myself. Take care, and once more, I do really like this game. It's very innovative and the music is wonderful. Okay. Bye now.