I think you capture the idea of racing through life. It feels solid to control and you got some nice pop ups for getting money & losing it. Music pretty good. nifty aesthetic. for a first jam you did better than my first jam.
getting money after a while felt less impactful than losing money. there is more juice when you hit into something, and the text is bigger on a hit.
It felt like my character got faster over time, but when I hit something that didn't seem to slow me down so I would stay at a pace where I kept running into things
Without a loss state I felt less compelled to keep playing. I think my interest fell off after a certain amount of time then I made the goal to hit all the things and see if there was a loss state.
I think the loss state gives users a break and also messing up makes us want to try again as gamers. And doing the same thing at around the same intensity level will end up frying interest. we want interest curves to have up and downs. I think there is a game makers tool kit episode about doom that talks about this, where the intensity too high for too long burns out players. Also having a loss state often forces players to stop before they lose interest, so you get that feeling of one more run. Also gives players a good stopping point. Maybe you can break up the gameplay to still vary up the intensity for the player without a loss state but I think the genre tends to have that convention for a good reason.
You experimented and that's good. You made a game that is more than many people ever get around to. Great job :D