That's a cool mechanic. I think that in order to get it balanced and get the player into a flow of decision making and platforming - you should think about adding a "hurt" meter, which you need to also balance with the adrenalin one. You can't get too hurt and run all the time, but you can't not get hurt.
Right now the game is fun but I just know I can get hit by everything anytime.
Well done!