This is one reason why I built coroutines into my game programming language Easel (https://easel.games). I think they let you keep the flow of the code matching the flow of the your logic (top-to-bottom), rather than jumping around, and so I think they are a great tool for high-level programming. The main thing is stopping the coroutines when the entity dies, and in Easel that is done by implying ownership from the context they are created in. It is quite a cool way of coding I think, avoids the state machines like the OP stated, keeps everything straightforward step-by-step and so all the code feels more natural in my opinion. In Easel they are called behaviors if anyone is interested in more detail: https://easel.games/docs/learn/language/behaviors