head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Practiced Mastery
Memorising scripted bullet waves and executing clean dodges for score.

Execution · Practiced Mastery
An arcade FPS that scores you for killing enemies in the most creative ways possible.
Aero Fighters 3 leans Execution (Practiced Mastery); Bulletstorm leans Execution (Practiced Mastery).
Aero Fighters 3 leans a little harder on execution, though the gap is small.
Aero Fighters 3
Dodging dense bullet patterns is the whole challenge
Bulletstorm
Leash, kick, and shot timing drive skillshot chains
Bulletstorm leans a little harder on reads, though the gap is small.
Aero Fighters 3
Enemy waves are fully scripted, nothing adapts
Bulletstorm
Enemies are scripted fodder for your combos
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Aero Fighters 3
Minor item drops aside, patterns are fixed once learned
Bulletstorm
Arenas and spawns are fixed and learnable
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Aero Fighters 3
Memorising spawns, routes and ship choice drives high scores
Bulletstorm
Maximising skillshot score per arena is a solvable puzzle
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.