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

Execution · Pure Mechanics
Twitch tank duels while protecting a base from scripted enemy waves.

Execution · Pure Mechanics
VR Half-Life where hand-presence interaction defines every fight.
Battle City leans Execution (Pure Mechanics); Half-Life: Alyx 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.
Battle City
Tank aim and dodge timing under pressure decides every stage
Half-Life: Alyx
VR aim, reload, and grab inputs intense.
Half-Life: Alyx leans a little harder on reads, though the gap is small.
Battle City
Enemy tanks follow simple scripted routines, nothing adaptive
Half-Life: Alyx
Combine and headcrabs scripted.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Battle City
Spawn order and power-ups add mild randomness per stage
Half-Life: Alyx
Resource and encounter variance light.
Battle City leans a little harder on optimization, though the gap is small.
Battle City
Base-defense positioning and brick management have known best answers
Half-Life: Alyx
Few systems to tune.
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.