Oh boy.

My very first
entirely scripted enemy. Entirely. I didn't even tack behaviors onto an existing one; these things are type "Other" in the Enemy Editor with every variable set to 0 except HP and Damage. Everything else is script defined.
What these guys do is randomly buzz around in random angular directions, randomly decide to attack you if you're close enough, run away in panic if they take damage from anything at all or you
even use your Sword or Slingshot close to them (but as you can see, you can land hits with the Slingshot by spamming several shots, even though they try to dodge they'll likely get nabbed by at least one of them), and they always come in groups like this.
Boy, was it hard getting the angular movement to behave itself.

Oh, and their shadows flicker; that's why they're in the second shot and not in the first. Also, that "11 damage" hit is a rare "lucky shot"; the Slingshot's Rupee attacks generally do 6 to 8 damage but have a very very low chance of doing as high as 15.
Also shown here, around the top of the screen, are "Dark Mountain Tiles". They aren't
just cosmetic effect... They stop projectiles of all kinds in their tracks, meaning you can't shoot your Slingshot across a wall of them to hit things on the other side. Not like that setup will be terribly common, though.

In some cases I'll put these in the middle of the screen as a handy bunker against projectile-heavy enemies, say, a Zora that can spit three Fireballs at once, and you're fighting four of them; the Dark Mountain Tiles will stop their shots as well as yours so you can hide behind something and wait for a good shot.

Forgive me for talking about my Quest so much in this thread! I know that's not really what it's for, so I'll tone it down a bit. Just had to share this because I was excited as heck.