head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Pure Mechanics
A manic bullet-hell shooter testing reflexive dodging through dense scripted patterns.

Execution · Pure Mechanics
A relentless wave-clearing shooter that tests sustained aim and movement against massive scripted enemy crowds.
Batsugun leans Execution (Pure Mechanics); Painkiller (2004) leans Execution (Pure Mechanics).
Batsugun leans a little harder on execution, though the gap is small.
Batsugun
Dodging dense bullet patterns at speed is the whole test
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Batsugun
Enemies follow fixed scripted waves, never adapt
Painkiller (2004)
All enemies are scripted waves with fixed attack patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Batsugun
Patterns are deterministic once learned, little randomness
Painkiller (2004)
Enemy counts and placements are fixed with minimal unknown elements
Painkiller (2004) leans a little harder on optimization, though the gap is small.
Batsugun
Route and powerup priorities reward scoring optimization
Painkiller (2004)
Tarot card selection and level routing provide a thin solvable layer
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.