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

Optimization · Practiced Mastery
Boulder-steering races layered over light tower-defense placement decisions.
Castle Crashers leans Execution (Practiced Mastery); Rock of Ages 3: Make & Break leans Optimization (Practiced Mastery).
Castle Crashers leans a little harder on execution, though the gap is small.
Castle Crashers
Combo execution and crowd-control timing are the performance ceiling
Rock of Ages 3: Make & Break
Steering the boulder through obstacles takes moderate motor control
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
Rock of Ages 3: Make & Break
Human opponents vary defenses but options are shallow
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
Rock of Ages 3: Make & Break
Unit unlocks and physics add light chaos
Rock of Ages 3: Make & Break leans a little harder on optimization, though the gap is small.
Castle Crashers
Levelling investment, magic loadout, and pet choice are optimisable
Rock of Ages 3: Make & Break
Defense placement and boulder routing reward 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.