That's a good question! The timer of your fuse seems to indicate that shorter sections are better suited for your current gameplay. In addition players also lose time when they receive damage from enemies and blow up. But I think it could be a very interesting twist for a rouge like dungeon crawler. The fuse allows lots of interactions that could be engaging, like a consumable that stops the fuse or refreshes the timer. Personally I would build a small prototype for a week to test if a rogue like could work with this mechanic. Since you have to use your own life to kill enemies it could lead to avoidance of enemies, if the players have a longer section in front of them. If you want to make a rogue like I would add more mechanics that allow the player to regain life (or explosive charges).
I imagine that it could work for a fast paced gameplay but I would test this hypothesis with a prototype.