Game development is just a pile of increasingly cruel exceptions to the rules you set out at the start.

Ancient me: "things should point where they're moving"

Old me: "things should also be able to move via animation, and have that movement count toward the point-where-moving, but only AFTER animation finishes, so we end up pointed in the right direction"

Current me: "actually things should also be able to, optionally, be told to face in the opposite direction of where they're moving. Or in fact any other radial offset."

@glassbottommeg

And then you get to making the tutorial and realise you're going to have to break ***every*** single rule in new and interesting ways. The amount of logic required to work around the perfectly good logic you've already written is truly astounding. It really does feel like there's more exceptions than rules at some point.