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

Execution · Pure Mechanics
A percussive top-down rampage where a gorilla smashes through procedurally remixed levels.

Execution · Pure Mechanics
Tests twin-stick dodging reflexes against bullet swarms generated by your music.
Ape Out leans Execution (Pure Mechanics); Beat Hazard leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Ape Out
Split-second grabs and throws under fire
Beat Hazard
Twin-stick dodging through music-driven bullet swarms
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ape Out
Guards react predictably
Beat Hazard
No opponent, just spawned waves
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ape Out
Procedurally shuffled layouts and enemy placements
Beat Hazard
Your music library randomises spawn intensity unpredictably
Beat Hazard leans a little harder on optimization, though the gap is small.
Ape Out
Few systems beyond momentum and angles
Beat Hazard
Perk loadouts and track choice are tunable for score
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.