I've been hugely involved in working on StarPath this time around; I loved the idea of it, but I had a hell of a time with the contest because of Big Issues With Work that started even before Ludum Dare began. Plus my old collision and geometry code didn't prove... quite up to task.
https://ldjam.com/events/ludum-dare/41/space-telepath-war
I've put a "Post Ish Jam" Version here that's resembling more of what I wanted. SPACE, SHIFT, and WASD/arrows: http://gwbloom.com/dev/games/ludum/ludum41.1/
I'm still updating it, mostly been bugfixing and trying to wrangle the mechanics to give better content... as mentioned below.
Losing half the Ludum Dare weekend kind of killed my chances, unfortunately. But additionally I've had to do (and redo) the geometry code for this... a lot. To give you an idea, I have only added the Checkpoints, the tutorial "Jumping" character, and a better level "deployment" system. Everything else has been debugging. Almost all of it involving a whole new collision type I've never dealt with before, "Rays". I thought I had code to handle this... boy was I wrong.
Don't bother about voting. I'm mostly interested in comments anyway! :) I'm not completely happy with the mechanics; if you have the same color as a laser, why push the box? Why interact when you can build, or teleport? This has been my other challenge here (beyond geometry code). There's fun potential here, but I have to think mechanics more.
And fix the bloody ray/path collisions. Gr...