This game "ping-pong Jump" by Zoey Zhao is a light game that test the skill and patience of the player. The player controls the ping-pong bracket with mouse, and the player needs to constantly smash the ball up in a scroll that is moving downward. The longer the ball stays up (before falling to the bottom of the screen), the more point the player gets. The game also sets a ceiling barricade that has a moderately large hole in the middle for the ball to get through. Because the position of the hole is different every time, the player needs to get the ball through in a limited time.
There isn't much to say about the choice of interface or art design in this game, but maybe adding a sound effect when the bracket hits the ball or the ball hits the ceiling would be a great future improvement.
The gameplay of this game is indeed giving the player some challenge. The first few attempts might be difficult because the player isn't familiar with the force to hit and control the ball yet. This gives the gameplay much uncertainty at the beginning, because the player don't know how far the ball will be hit when they swing the bracket. The randomness of the ceiling hole also adds to the uncertainty. This gives the player pleasantly failure because the player will start to adjust to the force of the bracket and the randomness of the hole, and it feels like a process of learning. For myself, after several attempts, I start to feel easy to control the ball, and I found a relatively easy way to gain higher points. A point that adds difficulty into the game is that the player have to keep controlling the ball while looking for the next hole and try to beat it through. However, the ceiling can also serve as a ground in this game, so the ball is basically safe for a while after you let the ball through in a certain range of angles. Making use of the ceiling/ground to help me keep the ball safe, I can have way more time to reflex and plan how to hit the ball though the next hole. Using this technique, I scored over 500, and basically ended because I lost my patience. Allowing the player to use the environment to their use is also an interesting design.
Another design that is worth noticing is the collision box of the bracket. The collision box starts from the middle height of the bracket, not at the top, and not according to the shape of the bracket. This is a good design because it make the interaction look like the player is hitting the ball with the bracket's center, like what we did in real life. It also gives a perspective to the whole scene, almost like adding it to 3D.
The reason that I think the game tests player's patience more is that it takes too short of the player's time to fully master the skills, but the difficulty doesn't increase as the points got higher. If the scroll can move slightly faster in time, or the hole might move slowly, some further challenges can be added to this game.