Balancing a run that fights itself
Ghost Escape has a built-in difficulty ramp, which means the usual tuning problem is reversed. Most modes need escalation added, this one needs it restrained. The two controls that matter are line thickness, which sets how much space each bounce costs, and line lifetime, which sets whether that cost is permanent.
With permanent history the run has a hard limit. The arena will eventually fill, so the video length is decided by geometry rather than by choice. That is useful when you want a guaranteed short video, and a problem when you want a two-minute run. Setting a lifetime converts the maze into a rolling window that the ball can survive indefinitely.
Rotation speed interacts with both. A fast boundary presents the gap often, which shortens runs and reduces how much history accumulates. A slow boundary makes each missed opportunity expensive, because the ball keeps drawing while it waits.

