Ah, no. A* is lots of code, very complex, and very CPU intensive.
My code is very little, very simple, and very easy on the CPU.
I have it so that the npc tries to move directly towards the player. Though if there's something in the way, it'll pick a random direction to get around. Very effective, makes it look like the NPC is actually deciding on how to get around instead of following a set path to get to the player.
-Gan