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 · Competitive PvP
A class-based shooter testing approachable aim and counter-picking against human teams.
Castle Crashers leans Execution (Practiced Mastery); Plants vs. Zombies: Garden Warfare leans Execution (Competitive PvP).
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
Plants vs. Zombies: Garden Warfare
Third-person aim and ability timing carry every fight
Plants vs. Zombies: Garden Warfare leans a little harder on reads, though the gap is small.
Castle Crashers
PvP arenas add light human-opponent reads
Plants vs. Zombies: Garden Warfare
Human opponents flank and juke in class-based skirmishes
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
Plants vs. Zombies: Garden Warfare
Sticker pack unlocks randomise progression, not matches
Castle Crashers leans a little harder on optimization, though the gap is small.
Castle Crashers
Levelling investment, magic loadout, and pet choice are optimisable
Plants vs. Zombies: Garden Warfare
Class counters and objective timing reward team planning
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.