We didn't end up having time to pursue the idea, but I pitched my many design notes to UCSC's Indie Gamedev Coalition weeks later, to the interest of other members who agreed to from a team.
And so, development on Ego's Labyrinth began. We worked slow between heavy class loads and prior commitments getting in the way.
But I picked the project back up a few months later in summer, and worked for almost two months non-stop, 3-6 hours a day on the project. With some much-needed help on the art, the project was finished in late August.
I'm very proud of the result. The game's design around the double-sided health bar and polarity mechanics are something I haven't seen in any other game to date.