I still think you could have done without the racing game genre conventions of having to complete laps. From the first second, when the player gets launched into the level, they understand intuitively that they have to avoid the geometry to not slow down. You have a pretty nice win and lose state with that interaction between level and player alone. Figuring out where to go in the long run and understanding the level layout and the checkpoint triggers just detracts from that pretty clean interaction experience, in my opinion. I think it's a great idea to have wares falling into the cart when it bumps into the shelves (maybe the faster the bump, the more items in the cart?) and have the end score be how much the player has to pay because of all the items in the cart. I think your game has a lot of untapped comedic potential; consider doing a post-jam version. Great job!