There's cooldowns, but it's essentially quickly regenerating mana with only a large enough pool for one cast.
You could also have magic require consumable reagents that can be found/purchased (i.e. runes) but that's not a solution I'm fond of.
You could also have magic require consumable reagents that can be found/purchased (i.e. runes) but that's not a solution I'm fond of.
But I'm thinking we should do away with permadeath/quicksaves and just use a standard savegame paradigm. And maybe also do away with those intricacies of teleportation I had mentioned before, and just say you can teleport to any screen on the map you've cleared (so the villages wouldn't have any special bearing on teleportation). Perhaps you can do it in the middle of combat too, but it takes 1-2 seconds, and getting damaged while attempting to teleport is instadeath. Then if you go back to that screen, enemies you've killed remain dead, but enemies you've only damaged are healed by some percentage of their health (maybe 50). And enemies spawned by other enemies remain.
Do you have any ideas for balancing magic/melee other than the 3 we've come up with so far:
-limited mana
-volatility of magic
-elemental strengths/weaknesses