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
A rail shooter testing pointer accuracy against fully memorisable enemy scripts.

Execution · Pure Mechanics
A relentless wave-clearing shooter that tests sustained aim and movement against massive scripted enemy crowds.
Blue Estate leans Execution (Pure Mechanics); Painkiller (2004) 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.
Blue Estate
Aim accuracy under on-rails time pressure is the entire test
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Blue Estate
Enemies pop up on fixed scripts, never adapting
Painkiller (2004)
All enemies are scripted waves with fixed attack patterns
Painkiller (2004) leans a little harder on variance, though the gap is small.
Blue Estate
Spawn sequences are identical every run
Painkiller (2004)
Enemy counts and placements are fixed with minimal unknown elements
Painkiller (2004) leans a little harder on optimization, though the gap is small.
Blue Estate
Memorising spawn order and scoring multipliers raises grades
Painkiller (2004)
Tarot card selection and level routing provide a thin solvable layer
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.