I feel like the input challenge you confront the player with is not the kind of frustrating that is motivating in the right way. The gameplay is fragmented into looking and trying to blindly execute. Platforming in a first person game is a difficult challenge on its own, but combined with your movement restrictions it just devolves into a lot of trail and error without the possibility to get some sort of flow state going. If the game should be about the remembering of the next level part, maybe the execution challenge could be a lot more lenient. If its more about the execution, there could be some indirect ways to see where your going, or more helpful movement features like the 180 degree switch may be needed. In general you should explore what part of this idea has the potential to be the most fun and then try to work towards that. There is the possibility though, that platforming backwards without seeing where your going is a tough thing to make fun. Kudos for trying anyways, good job!