I took a look too. I'm 100% sure that the problem is that the enemies in the previous room can't find a path to the player, hence they get stuck in place.
I don't really know how Construct handles pathfinding maps between instances of the same object type, but I suppose that after a door is destroyed, all enemies still use the old map with the door still present.
I fixed your issue by adding a global boolean DoorRecentlyUnlocked
which I set to true when a door is destroyed. Then, when an enemy is created (using On created enemies
), if DoorRecentlyUnlocked
is true
I update the whole obstacle map using Regenerate pathfinding obstacle map
and set DoorRecentlyUnlocked
to false
prevent unnecessary calculations. Give it a try :)