The premise is great and your page sells it perfectly: "A high score chaser. A nice guy. But you are not a nice guy and you are not a high score chaser. You are red and you are the villain. You are the Final Boss." Flipping the point of view on the theme is a smart move, and it's one of the most creative inversions in the jam.
I also liked that it's several minigames rather than one. I started in a Space Invaders style level as the giant red mothership shooting down at the little green player, then it became a top down race with a red car and a checkered finish line. That variety keeps the "I'm the boss of every game" joke alive. The neon red on black pixel art in the space level looks good, especially the red glow of the ship against the player's green.
Where I struggled. The game window is much bigger than the screen, so in the space level I lost the entire left status bar (I could only read "...S BAR") and the control list on the right was clipped, which means I never found out what the 1, 2 and 3 keys did. Since each minigame has different rules and nothing explains the transition, I was also lost when the screen switched from ship to car.
One design thought: there's no visible score for "how much did I slow the chaser down", which feels like the natural metric for this concept. Right now the thing the game is about isn't on screen.
Fix the layout and give me that counter and this is one of the standout ideas here.