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 · Pure Mechanics
A stylus-driven rail shooter testing aim speed against on-rails zombie waves.
Battle City leans Execution (Pure Mechanics); Touch the Dead 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
Touch the Dead
Fast stylus aiming and reloading at zombies is twitch-core
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
Touch the Dead
Zombies attack on script, nothing to predict
Touch the Dead leans a little harder on variance, though the gap is small.
Battle City
Spawn order and power-ups add mild randomness per stage
Touch the Dead
Zombie spawn timing adds light unpredictability
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
Touch the Dead
Weapon choice and target priority reward routine
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.