More of an exercise in poor game design than frustration.
You lost me at level 2 when you changed the game rules for no real reason other than to force a death upon the player. This happens where the second chunk of yellow blocks are actually solid platforms, something that is impossible to know without previously playing the game.
The concept on it's own is fine, impossible death can be fun and interesting in games as it can surprise the player and encourage them to take more care when playing.
The problem with your game however is that the entire game is built around this concept and it comes off as shallow and simple. The game boils down to basic pattern memorization which in turn defeats the purpose of the whole game existing as a platformer.
A platformer implies factors like good reaction time, awareness of surroundings and understanding of established rules, none of which exist in your game.
Your game could just as easily have involved clicking randomly on the screen to uncover bombs and memorizing where they are (also known as minesweeper).
The tutorial stage also serves no purpose whatsoever as there are only three constants in your game:
1. There are invisible blocks.
2. Some blocks will kill you if you touch them.
3. Get to the green block to finish a level.
The colour attributes introduced in the tutorial level mean nothing and serve no purpose other than to confuse the player...so don't include them in the tutorial.
A tutorial should introduce essential game rules and nothing else, for example: instead of introducing the yellow blocks as 'blocks that disappear when you touch them' let the player figure this out in the first two or three levels. Include them in several spots so that the player can draw this conclusion for themselves, then when you switch up the mechanic in a later level by having the yellow blocks remain after being touched it will have a greater effect and confuse the player much more.
I understand that your intention was to frustrate players but i really think you could've done this is a much more interesting and purposeful way. The poorly responsive controls take almost all skill out of the game and don't really encourage the player to continue.
The patterns aren't really that hard to memorize either which doesn't really create a unique reason to play the game. Take 'I wanna be the guy' as an example, it employs numerous impossible death scenarios which are cheap and unfair. The difference between your game and IWBTG however is a tight control scheme, the large degree of skill involved and an insane difficulty level that has made the game notoriously hard to beat, thus encouraging players to continue playing.
Your game lacks depth, it serves no purpose as a platformer and is poorly executed.
I appreciate the effort and some of your game concepts are interesting, take this as constructive criticism as i can see that time and thought has been put into the game and i would love to see something great come of it.