Teleporter: PURPLE DOT, sends you back and forth from 2 points on a track. Nitrous: ORANGE DOT, a boost, that is stored and can be used at any point. Lap Checkpoint: BIGGER BLUE DOT OR GREEN DOT, resets all goals and checkpoints and they must be retrieved again, lap cp also acts as a goal itself and must be retrieved last. Switch Vehicle: GREY DOT, this would make much more sense if we had more vehicles, but when you reach this dot, a menu opens up where you select a new vehicle to further complete the track. Can be chosen by author.
Teleporter and Anti-gravity seem like the only power ups that I wouldn't mind having, but they really are not necessary. And those other suggestions, they would make the game over-complicated and, well? different. You might as well make a new game with stuff like that.
First of all, teleportation in a racing game!? NO It's also better to include the ability to modify the effect of a powerup, for example increasing the amount of boost done by the boost powerup, than to make a whole new nitrous powerup. Lap checkpoint is just a crap idea. Because then you'd need to have a teleporter to teleport you back to the beginning of the track, and teleporters in a racing game is just NO Switching vehicles in the middle of the track? Well what's the use if there won't be many vehicles? Oh I forgot you already mentioned that lol
I wouldn't compare this with a 'racing' game. The closest game I would compare this to would be trials evolution/fusion, and those have teleporters, so yeah
It's not a pure racing game. It's not just about winning like a car racing game is. Just beating the level is, for me at least, my goal when playing a track. I also spend time drawing tracks. Racing pretty much never.
So is frhd a racing game or a drawing game? Choose one. You can't say it's both, and you can't say it's neither of them. You got only two options.