Alright, I finished the game. I'll go through two standpoints. The player, and a fellow developer.
As a player, I think the first few levels are really great, and I think the idea of getting a new nerf every time you go through the level, is great. However, the last challenges, like rusted shell and steering wheel inversed really set me as a player back because of such abrupt changes. As a player, I think the hitbox of the vehicle is really unfair, and should be shrunk so I'm allowed to slightly intersect with the obstacles. And for the last challenge (inverse steering), which also was the one I used most attempts on, was such a big of a change to the point where I just stopped using the horizontal keys all together. The scoops also feel really required, and like you can't miss them. Since you're using them as collectibles, I recommend making a more broad level so you have to go out of your way to get them (still, some scoops had this trait, but it was quite few)
Now from a developer standpoint. You got a game! Now what? What can be improved without really adding much or anything related to functionality? Juice, polish, whatever you want to call it! This is great for making your game stand out. Particles for when the shots hit a wall, particles for when a wall is destroyed, particles for when a scoop is collected, a lot can be done with particles. And after that, what can be improved about them? Directional particles! It gives the player much more feedback that something happened, and gives them a greater sense of control. But particles isn't the only thing you can add, what about post processing? What about some animations when you collect the scoops (eg. it slides to its display, grows into its display)? Then you have covered one of our senses, sight. You also have another sense, hearing. What's so great about this game, is that it already covers most of the basic sounds you could expect! Shooting, collecting scoops, hitting a wall, but there is more you could handle. Some subtle sounds. What about some sounds that fades with the players velocity, some whooshes? What about when the wall is destroyed? What about an ending jingle instead of a sound effect? All these things will accomplish what juice is for, making your game stand out.
Another thing I'd like to point out, the importance of playtesting. Anyone! A friend, family member, some stranger on a game development discord server, a teammate, anyone will work! And make sure you get a few points on what they liked and disliked. We aren't looking for the typical glazing like "It was good!" or "The mechanics were fun!" but moreso "I think it was good because.." and "This mechanic was fun and well implemented, while this one weren't so much (because..)". Even just playing through it with a blank mindset can help understand some players' viewpoints.
Now, I hope you can understand where I'm getting from. I hope you can see my points, reflect on them, and not take them as "what you made was bad, here is why, and here is how it can be better". Understand that what you made is really good from the get-go, and that we only got three days to work on it. I wouldn't expect you to implement everything I just listed in such small time-frame, because with the time pressure finding and fixing these small if even relevant flaws is difficult, even for an experienced developer.
TL;DR I enjoyed it, but the hitboxes were a little unfair, and reverse controls with the instadeath upon hit was really unfair.