Adventures in pathfinding! I spent the last couple weeks creating a new assassin enemy type that has the same moveset as the player. I'm using the built-in Playdate pathfinding API, which is super convenient, but not exactly designed for platforming. This led to some pretty significant wonkiness at first
After creating some helpful debug visuals, I was able to work out the more egregious issues. I will say that as much as I love working in Lua, the whole arrays-indexed-on-1 thing coupled with pixel coordinates that start at 0 can be SUPER confusing.
The current behavior isn't perfect, but it's pretty solid! And now that I allow entities to follow the player from room to room, this expands a lot of possibilities for the game.