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If you wanted to frustrate, then the mechanics are on point. 
But from a game design pov, try to frustrate in a way that's the player doesn't blame the game, but rather blame themselves. The best level was the one where the spikes move on the ground, it's a threat the player can perceive, and if they die, it's on them. The random hidden holes and spikes are just bogus barriers that the player needs to go through, and do not add meaningful challenge.