So anyone following me on Twitter will know that I had spent a lot of time working to get a complex enemy behavior working, only to irreversibly break it mere hours later. I've been pretty emotionally drained any I haven't bothered putting work into my game since then. (About 2 days)
But I've decided I'm not going to let that slow me down any more. I'll skip the enemies giving me real trouble, and come back to them later.
Unfortunately, this may be more than one or two. I've planned out many enemies, and some of them have rather complex AI. In example: The enemy I broke is supposed to move around, but neither leave the screen nor venture close enough to the player to hurt him. However, it also had to be able to turn around and face the player, if the player managed to get on the other side of it. I had all that working, I just broke it when I tried to fix a few problems that arose if the player stopped above the enemy.
I think I'm going to leave enemy AI alone, for now, and focus on building other parts of the game. I'm going to finish up the items, and then do some official level design. (I say "official" because of course the test levels aren't official levels.) I'll have a screenshot of a fully decorated level as soon as possible.