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 · Grand Arena
A 2D platforming MOBA blending skillshots with live human mind games.

Optimization · Grand Arena
Asymmetric sci-fi RTS where tiberium economy management and faction counter-play are the decisive layers.
Awesomenauts leans Execution (Grand Arena); Command & Conquer: Tiberian Sun leans Optimization (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Awesomenauts
Platforming aim and skillshots reward dexterity.
Command & Conquer: Tiberian Sun
Stealth unit deployment and artillery positioning need precise timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Awesomenauts
Human opponents adapt lanes and picks constantly.
Command & Conquer: Tiberian Sun
NOD vs GDI asymmetry means opponent strategy must be predicted
Command & Conquer: Tiberian Sun leans a little harder on variance, though the gap is small.
Awesomenauts
Small map and shop randomness.
Command & Conquer: Tiberian Sun
Tiberium field growth and map elevation create meaningful uncertainty
Command & Conquer: Tiberian Sun leans a little harder on optimization, though the gap is small.
Awesomenauts
Builds, timings, and push economy solvable.
Command & Conquer: Tiberian Sun
Harvester routing and unit counter choices are deeply solvable
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.