My first impression on Super Tux Kart is that its sound effects don't show you what's actually happening in the game. Here are some of my gripes:
1: Enduring gameplay effects do not have enduring sound effects.
It's opaque how long and how strong drift acceleration bonuses, Nitro, and long-term items are. I suggest that each kart have an engine sound loop that gets higher/faster corresponding with the speed like most kart race games, and that Nitro have a "spray" sound effect for the time the Nitro button is pressed down.
2: Items' effects aren't telegraphed enough.
A lot of items feel unfair because you can't see it coming before they activate. I especially find the "swap items with hazards" item infuriating. It would FEEL a lot fairer if it took a second-ish to activate, with the items blinking and sound effect forecasting the switch, so that players could (have a chance to) avoid them in time.
3: Items kill all momentum and has an excessively long stun timer.
In other kart racing games, items don't stop you dead in your tracks and immediately set your speed to 0. It has inertia and has a more gradual stop. In addition, the stun timer after being hit by an item is overly long, and it's frustrating for a player to have to helplessly look at others zooming past. I think 60%-75% of the current stun timer is long enough, and judging by the dizzy stars visual effect, you also have a speed penalty after the stun, which is superfluous and should be removed.
Overall, I think the gameplay is almost satisfying but is marred by incomplete sound design and excessive item penalties.