Mechanically I feel like you managed to find a very good balance between the frustration of the health mechanic and the rapid pace of gameplay. I found myself having to basically zero in on locations and objectives without a moment to spare because of the time pressure, and the simple and easily readable layouts helped greatly in making this possible.
I could see this being turned into a larger gameplay loop if you found more ways to mess with the player’s health– for example, zones or stages where you don’t have health drain up until you cross a threshold. Overall, very clean and well put together. Great work on the submission!