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 · Pure Mechanics
A bullet-hell shooter testing precise dodging through scripted bullet patterns.

Execution · Practiced Mastery
A voxel-based arcade shooter where precise movement and optimal human-rescue sequencing drive score.
Akai Katana leans Execution (Pure Mechanics); Resogun leans Execution (Practiced Mastery).
Akai Katana leans a little harder on execution, though the gap is small.
Akai Katana
Threading through dense bullet curtains demands flawless precise movement
Resogun
Precise overdrive timing and bullet-threading at high speed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Akai Katana
Enemy bullet patterns are scripted, not an adapting mind
Resogun
Scripted enemy formations only
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Akai Katana
Patterns are fixed once learned, minimal true randomness
Resogun
Particle-based destruction and some randomised enemy entry points
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Akai Katana
Scoring systems and route memorisation reward deep optimization
Resogun
Keeper rescue sequencing and phase timing are fully learnable
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.