head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Pure Mechanics
Twitch tank duels while protecting a base from scripted enemy waves.
Execution · Pure Mechanics
Classic arcade aim-and-timing against escalating scripted waves.
Battle City leans Execution (Pure Mechanics); Pooyan 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
Pooyan
Shooting wolves on balloons is pure timing and aim
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
Pooyan
Wolves follow simple fixed behaviours
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
Pooyan
Wave spawns vary slightly but are quickly learnt
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Battle City
Base-defense positioning and brick management have known best answers
Pooyan
Scoring patterns and wave order can be memorised
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.