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 · Light / Casual
A pack-in 3D platformer celebrating PlayStation history.

Execution · Light / Casual
A deliberately trivial chase advergame testing only basic steering.
Astro's Playroom leans Execution (Light / Casual); Dash of Destruction leans Execution (Light / Casual).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Astro's Playroom
Very forgiving platforming
Dash of Destruction
Simple steering is the only demand, deliberately easy
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Astro's Playroom
Scripted enemies
Dash of Destruction
Chase AI barely reacts; local human play adds a sliver
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Astro's Playroom
Static levels
Dash of Destruction
City layouts are fixed and tiny
Astro's Playroom leans a little harder on optimization, though the gap is small.
Astro's Playroom
Collectible completion
Dash of Destruction
Routes are learned in minutes by design
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.