Ghost Mode
Find the gap, dodge the spikes. A single ring with a gap and spikes, where touching a spike ends the run. (Pro)
What Ghost Mode Does
Ghost mode is the one format where the ball can actually fail. A single ring surrounds the ball with one gap and a set of spikes. The ball has to find and slip through the gap to escape, but touching a spike ends the run and resets it. That changes the viewing experience completely: instead of waiting to see how long something takes, the viewer is watching to see whether it survives. If your clips get watched but not rewatched, this is the mode to try. Ghost mode is a Pro feature.
The fail state is the point. Do not tune the spikes down until failures are rare, or you have removed the reason to watch.
The Gap
Gap Size is measured in degrees, and Gap Start Angle sets where the opening begins. A wide gap of 90 degrees or more makes escaping routine, so the spikes carry all the tension. A narrow gap of 20 to 40 degrees makes the gap itself the challenge. Pick one of the gap and the spikes to be the difficulty and keep the other generous, because tuning both tight produces a run that fails in the first second every time.
- Gap Size: 10 to 180 degrees
- Gap Start Angle: 0 to 360 degrees
- Reset Delay after a hit: 0 to 3000 ms
The Spikes
Spike Count sets how many hazards sit around the ring, Spike Height controls how far they project inward (the real difficulty control, since taller spikes shrink the safe area), and Spike Spacing sets the gap between them. Start with a low count and moderate height, then raise the count until failures happen often enough to be interesting but not so often that no run finishes.
- Spike Count: 1 to 50
- Spike Height: 5 to 100
- Spike Spacing: 0 to 30 degrees
Rotation
The Rotation Engine decides how the ring turns. Continuous rotation slides the hazards around at a set velocity, where a negative value reverses direction. Stepped rotation advances the ring in fixed increments on each trigger, which produces a sharper, more deliberate feel because the hazard snaps into a new position rather than sliding. Stepped rotation is easier for a viewer to read on a small screen.
- Continuous Velocity: -2 to +2 (negative reverses)
- Stepped Increment: -180 to +180 degrees
Death and Escape Feedback
A fail state needs to land. Death Audio picks the sound that plays when the ball hits a spike, and Death FX picks the visual, grouped as Fire and Physics, Shatter and Debris, Energy and Light, and Cosmic. Escaping has its own Wind Sound and an optional Ghost Melody, so success sounds different from failure. Set the Reset Delay to a short pause of around 400 to 800 ms so the failure registers without stalling the clip.
Give the failure a heavier sound than the bounces. If they sound alike, viewers miss the moment it went wrong.
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