Cooldown vs Mana ================ At some point during development you need to find a way to limit player's access to special abilities, and the two most common ways to do that are cooldown and mana pool systems. In Caves Of, each weapon gives the player access to one skill only. However, since the player can in any moment switch to the secondary weapon (or even equip others from the inventory), he has access to four skills he can unleash on the enemies. Given this, which system should I go for, cooldown or mana pool? I think the main reason behind going for the cooldown is promoting skill rotation: you can't just spam your strongest skill, but you need to think in which order you want to activate them. A consequence of this is that skill synergies are basically mandatory to fully take advantage of the cooldowns system. However, skill rotation wouldn't be that great in Caves Of. First of all, while I like the idea of the player switching to the secondary weapon to activate the skill and switch then back to the primary, I don't want to promote a pattern of forcing the user to open the inventory screen and equip an axe only because his equipped weapon skills are in cooldown. Additionally, a mana pool is also a much easier system to implement, so it's a better to start with it.