Enemies that feel deliberate
Simple state machines beat clever pathfinding.
Design behaviour for an enemy that <describe what it should feel like to fight>. Use a small state machine — patrol, alert, chase, attack, retreat — with explicit transitions. For each state: what it does, what makes it leave, and what the player sees that tells them the state changed. That last part is the point: the player must be able to read the enemy's intent. Tell me the visual or audio cue for each transition. Add a short delay on noticing the player and on losing them, so it doesn't snap instantly between states. Keep the numbers in a config object I can tune while playing.
Readable beats smart. An enemy whose behaviour a player can predict and outwit is more fun than one that's genuinely cleverer and appears random.