*Dissenting opinion*
The components present are sound but there is something within this game that leaves me most definitely dissatisfied.
To start - as said - your components, excluding sound, are beautiful. This is a unique idea, an interesting style of track, and the controls for the bike were... functional. They were not, however, very friendly to the user in the style of game that you made.
That said - the game. The constantly moving camera, the unpredictable track closing (making the perfectionist award impossible without playing a very long game at least twice), otherwise very dastardly map orientations, and difficulty stopping to get check points when one is also trying to keep up with the blood camera again are all things that I can use to paint the general picture of this being a 'difficult' game.
However, there comes a point where it ceases to be difficult for entertainments sake, and begins to be difficult for difficulties sake. That moment is clearly identified by the player beating a set of obstacles that they have died on for the 25th time, getting the next check point, but feeling NO sense of achievement because the game is obviously not stopping any time soon, and we will simply be facing a NEW set of obstacles to fall over 25 times.
I stopped many times and pondered why a game designer would do [insert strange gaming phenomena], and that breaks any level of immersion I might have been building up with the game 'fall over a lot.'
That said...
A readily available solution would be to put the 'player' back in control of the 'play' in the 'game.' I don't like the impression that some maniacal god camera is trying to shake me off! Give me a big arrow to the finish line, and let me explore. Players can get points for all the areas they check out, keep the linear combo, and maybe give them points on how quickly they manage it. If you really must - give them a time limit and let the 'player' work out the rest.
A bit more description before the game gets started would be appreciated, by the way. You in game instructions are a bit nonchalant, and it leaves a player a dash unprepared for the onslaught you unleash upon them.