Very nice level. There are some interesting pathing challenges and optimizing your code to finish it as fast as possible can take a little bit of thinking. (Speaking of which, do different shields have significantly different cooldown timers for bash?)
I’m not a huge fan of just having the 4 ogres sit there, ready to be bashed, however. If all 4 can see you, why wouldn’t they be attacking from the start? Would it make more sense for the item you’re bashing/pushing to be more like a ball or something inanimate? (Ooo … idea for someone … bowling level using vectors and bash to send the “ball” down the lane.)
Alternatively, requiring the player to line up the current ogre and shield-tank them until bash is available would dramatically increase the level of difficulty for this level.
Alternative suggestion - can the mines exploding open the way to the next ogre/mine field combination? I.e. can mines be programmed to “destroy” a barricade of some sort, allowing access to the next ogre?
Suggestion to avoid human minion mine clearing (after first chest picked up): Add victory condition: all humans must survive.