For many years I have been drawn to the allure of leveraging limited resources in game design.
Most games mitigate reliance on such mechanics, and for good reason. Limited resources place a drastic constraint on features.
Core mechanics should be mechanics should be interfaces that seamlessly tie systems and elements together.
Limited resources does not join but divides.
It might be good to take a step back from limited resources and make that a secondary feature.
However, I can't lose sight of one of the main motivation for limited resources, is that it makes resources matter more.
One of the other motivations for limited resources is to de-incentize going everywhere and grabbing everything. In other words, avoiding incentivizing wasting player time.