Fastest times without deaths: *This was done legitimately.
Easy - 8 "seconds"
Hard-
Impossible -
Fastest inhuman possible times without deaths: *This means with a slowed world speed modifier.
Easy - 8 "Seconds"
Hard - 58 subtracted by 50 "Seconds"
Impossible - 12 "Seconds"
Bugs:
In Hard, there is a collision detection problem. It is the (second to, depending on how you think of it) last 90º turn before reaching the exit. Right before the rotating squares, there is a strange invisible box that you bounce off of, which almost always lead to deaths.
Hard and Impossible mode increment 50 seconds, and 50
more seconds respectively.
When moving on from Hard to Impossible, it will often jump to Easy and none of the boxes will move at all.
Suggestions:
You probably should get rid of bouncing. I would consider it in the category of unintended player actions. Bug? A feature!
Add a delay time between death and player movement. When you die, your movement will be carried over if you do not add this delay. It will often cause more deaths than properly earned. I would consider this a bug under unintended player actions.
Make the Deaths number variable be read as an integer to get rid of that annoying decimal.
Make seconds an integer as well, else have it increment properly as to detect those numbers past the decimal point.
Have the map layout computerized to spawn upon pressing "Play." This means that instead of you placing the boxes haphazardly as well as arbitrarily, it will prevent unintended collisions with the wall. The walls will look nice and straight.
Edit: This is how I roll.

I bounced through the corners in the walls to get outside. Lol. Also, by placing the ball outside of the course beforehand, you can complete easy in 7 seconds.