Press G to disable player controls and allow the goal to wonder aimlessly. (cannot be reenabled) WASD to move. The red AI creates 2 nodes; one pointing towards the goal and another pointing in a random direction based on where it is currently facing. It then finds the node closest to the goal and moves to it. If a node comes into contact with a wall upon creation, it is deleted. Nodes are created as clones within the AI's sprite. Node Distance slider allows you to change how far the nodes are sent away from the AI. The default and max is 50, and it can go as low as 5. Lower distance means faster updates but choppier movements, may also result in getting stuck more on certain walls than with a higher value. The green is exactly the same as the red, except it doesn't have a target to point to. It just moves aimlessly while using the same node system as the red, and does not try to avoid the red.
Pros: Compact. Tries to find the target. Can become unstuck from walls. Can be improved easily. Easy to implement. Cons: Unoptimised. Does not try to get unstuck. Can still get stuck if target is stationary. Only thinks one step at a time. Works better with multiple enemies, but requires 2 new global vars and lists for each AI (sprite specific does NOT work). Verdict: Best attempt to far, may become my new base template.