The example — shared works fine. To destroy the spikes, you could do something like, "System Compare two Variables: Spike.Y > Greater than LayoutHeight" then "Destroy Spike"
Or simply, something like "Spike on collision with Bottom > Destroy Spike". If you don't mind them being destroyed on contact with the Bottom Sprite Object.
Might be cool to set the Vector Y to 0 on collision with Bottom, then System Wait for a bit, then destroy the Spike. So they stick into the Bottom for a bit, then get destroyed, fade out or whatever you want to do.
Just so you don't have a build up of spikes existing below the layout.