hm... i guess it could be interesting to have lots of short-term resources, and have them constantly being used up.
it'd be sort of another depleting meter, but a less strict one.
but it'd probably correlate with lazy enemy/level design (unavoidable damage), and progression wouldn't feel very good.
how much focus should enemies take up vs. how much focus should area traversal take up? should it be possible to dodge past most enemy groups? (maybe enemies left undefeated become more powerful on the way back out?)
can there be anything to engage with besides hurrying to the goal and fighting enemies?