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
Twitch tank duels while protecting a base from scripted enemy waves.

Execution · Practiced Mastery
First-person fantasy brawler famous for kicking every enemy off a ledge.
Battle City leans Execution (Pure Mechanics); Dark Messiah of Might and Magic 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.
Battle City
Tank aim and dodge timing under pressure decides every stage
Dark Messiah of Might and Magic
first-person melee, kicks, and physics timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Battle City
Enemy tanks follow simple scripted routines, nothing adaptive
Dark Messiah of Might and Magic
enemies are scripted
Battle City leans a little harder on variance, though the gap is small.
Battle City
Spawn order and power-ups add mild randomness per stage
Dark Messiah of Might and Magic
levels are fixed
Dark Messiah of Might and Magic leans a little harder on optimization, though the gap is small.
Battle City
Base-defense positioning and brick management have known best answers
Dark Messiah of Might and Magic
kick-into-spikes environment setups are 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.