balance is overrated in single player games. Too much micromanagement from the developers. Balancing around health has lead to a lot of tepid games. To regenerating health and easymode default difficulties. The onus should be on the player to play better, avoid damage or minimize damage, play the game of attrition better. DOOM had it perfect as did many old crpgs. Used up all your health pick ups or healing spells? Fuck you, do better, be smarter or go reload/go all the way back to town. Dark Souls I don't think is balanced that way either, not to the extent that other games are at least. You used up your Estus, you either have to run back to the bonfire or advance through the gauntlet (too many bonfires in some of the levels is where they fuck up imo). Or maybe you missed some shards and have less estus than another player. Pay better attention is the answer. From Soft can't possibly know what a given player's situation will be, so their games don't run into the same pitfalls. One of the good things about DkS2 was that Estus was also harder to come by. You really felt the struggle and danger. But alot of modern FPS and RPGs are and they designed that way and it's stifling, too mathematical. The player is babysat the whole way through.
Anyway, cool ideas but you're all over the place with this game lol. Good luck getting an actual functioning design out of that chaos. Never fond of the "our game is like these games" pitch either. I don't like fanart lol. The middle ground between complete originality (which is impossible probably) and emulating others is where you want to be imo. Too many indie devs are just copying and not dipping into their own well first.
Don't mean to down your idea man, just offering some food for thought. You know how opinionated i am. I think you have several cool games in that stew, not just one buffet of a game.