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
Strategic dismemberment under resource pressure, solved by upgrade planning and practiced limb-aiming.
Aero Fighters 3 leans Execution (Practiced Mastery); Dead Space (2008) 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
Dead Space (2008)
Precise limb-targeting under Necromorph pressure is the core skill
Dead Space (2008) leans a little harder on reads, though the gap is small.
Aero Fighters 3
Enemy waves are fully scripted, nothing adapts
Dead Space (2008)
Necromorphs follow fixed approach patterns, not player modelling
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
Dead Space (2008)
Store stock is deterministic; minor drop variance on kills
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
Dead Space (2008)
Weapon upgrading, power-node routing and stasis timing are optimisable
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.