Thank you!
I do agree with your criticism! I can't update the game now, but if you are interested:
Which way an enemy will initially face is mainly relevant for yellow enemies, and follows this logic:
- Check which axis is the longest distance for this enemy - up-down or left-right.
- In case of a tie, I believe it'll prioritize left-right
- For that axis, check which direction has the most tiles before reaching the border of the level - the enemy will then face that way, and travel that way.
- In case of a tie, I believe it'll prioritize up and left.