The idea of merging everything into one number, and how it can reward the player for risking time to recoup ammo/money or vice versa, could present some level design opportunities if you keep developing this.
Viewing post in Cash n' Grab jam comments
I only had one enemy in the game, but in the future I'd want to add a sort of "heavy" enemy that poses significant risk and maybe putting it in a level without much so it becomes a decision of get enough time off killing enemies and avoid it or pick a fight for a ton of extra time.
A lot of the level design was drawn out on paper with the idea of "what could pose for an interesting decision". I never had any intended solution to the levels because the main point of speedruning this game is finding your own route you like.