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
Atari's foundational arcade game of bouncing a ball to clear brick walls.

Execution · Practiced Mastery
A traditional licensed platformer testing jump timing across fixed, memorisable levels.
Breakout leans Execution (Pure Mechanics); Disney's Hercules Action Game leans Execution (Practiced Mastery).
Breakout leans a little harder on execution, though the gap is small.
Breakout
Paddle precision is essentially the entire game
Disney's Hercules Action Game
Herculean difficulty demands precise jumps and sword timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Breakout
No opponent
Disney's Hercules Action Game
Enemies follow simple fixed attack scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Breakout
Ball physics are deterministic
Disney's Hercules Action Game
Level layouts are fixed once played
Disney's Hercules Action Game leans a little harder on optimization, though the gap is small.
Breakout
Tunneling strategy to the top row helps
Disney's Hercules Action Game
Memorising level hazards and power-up locations
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.