Good idea on the main twist, and the presentation feels fluid and cohesive, but there’s a few problems that kept me from feeling the fun.
Since the direction the ball, coming from a bounce, goes in is (or felt to me at least) random, there isn’t any way to strategize, and it just becomes breakout but with repeated clicking.
This is the most clear in level 3 (with the 2-deep pits. I found that I could cheese it though: just repeatedly clicking fast enough gives you an infinite jump.)
Maybe if the jumper was on an unbreakable brick at the beginning (to prevent players from just shooting up), then the bouncing direction can be less random, giving you a chance to strategize with the jumper?