I like how the way the objects change the farther the car progresses in the game. It really makes the gameplay feel more varied the farther you progress. It also kind of motivates the player to try again after dying because they want to end up seeing what surprises are up ahead.
I also like how the orbs glow brightly in flames so the player can easily see what object is important to collect. The fiery blue glow that they have seems to fit with the color palette of the spaceship which really makes these orbs feel connected with these extraterrestrial beings.
It also felt good to use the rewind power at a moment where the spaceship was about to get me. It really gave me the feeling of cheating death. I do kind of wish I could be able to collect more orbs than just the limit of three. Perhaps you could have 3 sets of bars that activate after collecting three orbs each (ie. filling one bar allows you to use rewind one time, two bars allow two rewinds, three bars allow three rewinds).
It's kind of hard to see what's up ahead as I'm driving backwards since the camera is looking at the car. There were a few times where a wall would cover my screen and I couldn't find an opening until it was already too late. I feel like a bird's eye view camera would work better for a game that involves having to dodge obstacles that the car is moving towards.
Another way that you could show that the spaceship is getting closer to the car is to have a HUD that shows the distance between the aliens and the vehicle. Here's a visual example I made on how this can be implemented:
Perhaps you could also add a constant sound effect the spaceship produces that gets increasingly louder the closer it is to the car in order to give the player another indicator the distance they have from it.
There were a few times where my car ended up stopping because it bumped into a small object, such as a shrub or a stick. It would make more sense if the car only slowed down slightly as it goes over these objects instead of stopping all the way. This would make it less punishing for the player to not notice smaller objects, compared to the big and obvious boulders that are in the way.
Also I just found out now that YOU'RE ONLY 11 AND YOU ALREADY KNOW HOW TO MAKE GAMES IN UNITY?! Your game is legitimately better than some of the stuff that's made by full grown adults in this jam, and I truly mean that. Don't you ever stop designing and learning how to make games. With your capability to make games like this at 11, I can't imagine how good you will get at game design when you reach the age of 21.