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
Tests twin-stick dodging reflexes against bullet swarms generated by your music.

Execution · Pure Mechanics
A frantic vertical roguelite about falling fast and shooting your boots.
Beat Hazard leans Execution (Pure Mechanics); Downwell leans Execution (Pure Mechanics).
Downwell leans a little harder on execution, though the gap is small.
Beat Hazard
Twin-stick dodging through music-driven bullet swarms
Downwell
Gunboot timing and split-second landings decide runs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Beat Hazard
No opponent, just spawned waves
Downwell
Enemies never adapt
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Beat Hazard
Your music library randomises spawn intensity unpredictably
Downwell
Procedural wells and shop offers vary runs
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Beat Hazard
Perk loadouts and track choice are tunable for score
Downwell
Combo lines and upgrade picks reward study
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.