Now it is time to add a score to our game, as well as talk about possible increases to the challenge of the game to make it more entertaining.
Our final code:
import pygame
import time
import random
pygame.init()
display_width = 800
display_height = 600
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
block_color = (53,115,255)
car_width = 73
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('A bit Racey')
clock = pygame.time.Clock()
carImg = pygame.image.load('racecar.png')
def things_dodged(count):
    font = pygame.font.SysFont(None, 25)
    text = font.render("Dodged: "+str(count), True, black)
    gameDisplay.blit(text,(0,0))
def things(thingx, thingy, thingw, thingh, color):
    pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])
def car(x,y):
    gameDisplay.blit(carImg,(x,y))
def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()
def message_display(text):
    largeText = pygame.font.Font('freesansbold.ttf',115)
    TextSurf, TextRect = text_objects(text, largeText)
    TextRect.center = ((display_width/2),(display_height/2))
    gameDisplay.blit(TextSurf, TextRect)
    pygame.display.update()
    time.sleep(2)
    game_loop()
    
    
def crash():
    message_display('You Crashed')
    
def game_loop():
    x = (display_width * 0.45)
    y = (display_height * 0.8)
    x_change = 0
    thing_startx = random.randrange(0, display_width)
    thing_starty = -600
    thing_speed = 4
    thing_width = 100
    thing_height = 100
    thingCount = 1
    dodged = 0
    gameExit = False
    while not gameExit:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5
                if event.key == pygame.K_RIGHT:
                    x_change = 5
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0
        x += x_change
        gameDisplay.fill(white)
        # things(thingx, thingy, thingw, thingh, color)
        things(thing_startx, thing_starty, thing_width, thing_height, block_color)
        
        thing_starty += thing_speed
        car(x,y)
        things_dodged(dodged)
        if x > display_width - car_width or x < 0:
            crash()
        if thing_starty > display_height:
            thing_starty = 0 - thing_height
            thing_startx = random.randrange(0,display_width)
            dodged += 1
            thing_speed += 1
            thing_width += (dodged * 1.2)
        if y < thing_starty+thing_height:
            print('y crossover')
            if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width:
                print('x crossover')
                crash()
        
        pygame.display.update()
        clock.tick(60)
game_loop()
pygame.quit()
quit()
The first major change is:
def things_dodged(count):
    font = pygame.font.SysFont(None, 25)
    text = font.render("Dodged: "+str(count), True, black)
    gameDisplay.blit(text,(0,0))
Basically, this is a simple text displaying function, that will display how many objects that we've avoided in the top left. 
The other major change is in this if statement:
        if thing_starty > display_height:
            thing_starty = 0 - thing_height
            thing_startx = random.randrange(0,display_width)
            dodged += 1
            thing_speed += 1
            thing_width += (dodged * 1.2)
Each time a block is re-generated, we add 1 to the dodged count. We also speed up the thing_speed, AND we make the things slightly wider. By things, I mean the blocks, that we're calling thing in this game.