- Move elevator panel logic out of HUD; HUD now listens for signals to update floor, saved, people, and score labels
- Add scaling rescue threshold that grows as you descend, with bonus points for exceeding it
- Add per-floor timer that triggers a losing when expired
- Add show_loss state on the screen for too-few-people and timeout failures
- elevator panel w/ a screen and close button
- screen.gd timing minigame: sweep line bounces across a shrinking target zone
- hud wiring to move down floors on successful hacks, countdown/win states, and speed up AI on misses