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

Execution · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.
Assault Android Cactus leans Execution (Pure Mechanics); Super Mario Odyssey 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.
Assault Android Cactus
Screen-filling enemy waves demand constant twin-stick precision
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
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
Super Mario Odyssey
No adaptive opponents whatsoever.
Assault Android Cactus leans a little harder on variance, though the gap is small.
Assault Android Cactus
Power-up drops add minor run-to-run noise
Super Mario Odyssey
Almost no randomness in level design.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Assault Android Cactus
Combo chains and battery routing are learnable scoring systems
Super Mario Odyssey
Moon routes and movement tech 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.