NOTE: I am aware the game is not in fact 8 Bit in any sense of the term, but I still think it's a cool name. You can download it from the Games page.
There's no way to tell which of these features might spawn a threat, so you always have to stay on your toes (though you can identify what type of danger might appear based on the appearance), and you can't clear them except by advancing past them. The distance any enemy/mine is triggered is also random, so sometimes overly hopeful rebels will leap out with their swords when you've got plenty of time to shoot them down, but other times you might be almost on top of a rock before an enemy appears.
Also placed by the designer are various heavy weapon points, which may spawn a static gun. These fire long bursts, and have a shield which prevents small arms fire from killing the operator. You either need to use height levels to get behind them, or use explosives like grenades. They are also the main source of heavy bullets for the rebels.
There are two 'levels' of bullet in the game, light and heavy. Heavy bullets will destroy light bullets when they contact them, and do more damage (though all characters currently die from one hit of any kind, one map has bunkers with doors that are more quickly destroyed with heavy bullets). The standard weapon of the commandos is an assault rifle which fires a burst of three heavy bullets. Used correctly, this means you can actually advance towards a light machinegun, destroying their bullets with your own, before running past the shield and shooting the gunner.
It was actually this assault rifle which inspired the rest of the game - I wanted to try making a weapon which just felt satisfying to use, and I think I succeeded. Once you hit the fire button, you can't move until all three shots are fired. Each shot pushes the gun back in your character's hands, and the chunky heavy bullets are a stark contrast to the thin laser lines of the light bullets. The game is lacking sounds currently - probably the biggest issue outside of the general lack of content.
In addition, each challenge requires particular tools - without an energy shield, mines are pretty much impossible to deal with, for instance. Sometimes static guns will be protecting positions where you can't flank them with height, so you better hope you brought some grenades or a LAW. This encourages co-op play - it is possible to play the game alone, moving each soldier one at a time, but playing co-op allows smarter operations. One commando with a heavy assault rifle can suppress the bullets from a light machinegun, allowing another commando to move forward and throw a grenade, or one commando takes shield duty, watching only for mines, and trusting their buddy to shoot any enemies that pop out, hopefully reducing panicky mistakes.
Continuing work on the game would basically involve adding more threat types, and more equipment to deal with them. Also necessary would be more detailed mission objectives - perhaps sometimes you need to recover intelligence from a base, so you can't use explosive weapons too indiscriminately, or you need to place demo charges at specific locations. You could even consider a defensive mission type, allowing the commandos to bring some of their own traps.
It took a bit of work to tidy up for even this basic release - adding a main menu, fixing a really odd control scheme where the buttons used to be based on different action types rather than linking to the equipment slots, and including even the basic win and fail states. But I think it's already fun to play, and the missions pack a fair bit of tension while still being quick to play.