head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, 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
Casual arcade golf with light multiplayer modes.
Castle Crashers leans Execution (Practiced Mastery); Mario Golf: Super Rush 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
Mario Golf: Super Rush
Swing timing, power-shot inputs
Castle Crashers leans a little harder on reads, though the gap is small.
Castle Crashers
PvP arenas add light human-opponent reads
Mario Golf: Super Rush
Mostly solo course play, light PvP
Mario Golf: Super Rush leans a little harder on variance, though the gap is small.
Castle Crashers
Enemy spawns follow scripted patterns with minimal randomness
Mario Golf: Super Rush
Wind and lie variance per shot
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Castle Crashers
Levelling investment, magic loadout, and pet choice are optimisable
Mario Golf: Super Rush
Club selection, shot shaping, course routing
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.