Thank you for the feedback. I had to significantly dial back my detection checks and fps in order for the game to even be playable. It was my first time using rays to check for position and my code could have been better. In the end, I used point distance to the player for the enemy to activate and put the rays into an alarm and step event which helped performance. With more time I may have been able to make them more efficient.
I did have 1 additional enemy that was scrapped for performance, it would crawl around the wall blocks in the middle of the level in a metroid style way. My goal that I did not reach for a secondary mechanic was for the FOV cones to change in size based on some action or input. If I do more with the game, I would make a few small levels with 1-3 enemies each but add additional types of enemies.
