head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Execution · Practiced Mastery
A brawler that tests combo execution and crowd management across linear gauntlets, with a light optimisation layer from its RPG progression.

Execution · Practiced Mastery
A frenetic 3DS action shooter mixing rail flight, ground combat, and weapon fusion.
Castle Crashers leans Execution (Practiced Mastery); Kid Icarus: Uprising leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Castle Crashers
Combo execution and crowd-control timing are the performance ceiling
Kid Icarus: Uprising
Stylus aiming through flight and ground combat
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Castle Crashers
PvP arenas add light human-opponent reads
Kid Icarus: Uprising
Multiplayer Light vs Dark adds human opposition
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Castle Crashers
Enemy spawns follow scripted patterns with minimal randomness
Kid Icarus: Uprising
Weapon drops are randomised
Kid Icarus: Uprising leans a little harder on optimization, though the gap is small.
Castle Crashers
Levelling investment, magic loadout, and pet choice are optimisable
Kid Icarus: Uprising
Weapon fusion and intensity-wager risk tuning
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.