head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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
A stylus-driven rail shooter testing aim speed against on-rails zombie waves.
Ape Out leans Execution (Pure Mechanics); Touch the Dead 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
Touch the Dead
Fast stylus aiming and reloading at zombies is twitch-core
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
Touch the Dead
Zombies attack on script, nothing to predict
Ape Out leans a little harder on variance, though the gap is small.
Ape Out
Procedurally shuffled layouts and enemy placements
Touch the Dead
Zombie spawn timing adds light unpredictability
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Ape Out
Few systems beyond momentum and angles
Touch the Dead
Weapon choice and target priority reward routine
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.