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 high-intensity twin-stick shooter testing sustained aim and combo-chain routing.

Execution · Practiced Mastery
A voxel-based arcade shooter where precise movement and optimal human-rescue sequencing drive score.
Assault Android Cactus leans Execution (Pure Mechanics); Resogun leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Assault Android Cactus
Screen-filling enemy waves demand constant twin-stick precision
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.
Assault Android Cactus
Robot waves spawn on fixed scripts
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.
Assault Android Cactus
Power-up drops add minor run-to-run noise
Resogun
Particle-based destruction and some randomised enemy entry points
Resogun leans a little harder on optimization, though the gap is small.
Assault Android Cactus
Combo chains and battery routing are learnable scoring systems
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.