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
Memorising brutal scripted patterns and executing them without a single slip.

Execution · Pure Mechanics
A precision movement game disguised as a card-action roguelite, decided almost purely by execution.
Contra: Hard Corps leans Execution (Pure Mechanics); Neon White leans Execution (Pure Mechanics).
Neon White leans a little harder on execution, though the gap is small.
Contra: Hard Corps
One-hit deaths under relentless bullet pressure demand perfect inputs
Neon White
Card-discarding movement tech is the entire game at maximum precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Contra: Hard Corps
Bosses are fully scripted setpieces
Neon White
Solo time-trial levels; no opponent to read or predict
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Contra: Hard Corps
Everything fixed once routes and patterns are known
Neon White
Fixed levels with no randomness; entirely deterministic
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Contra: Hard Corps
Memorising boss patterns, weapons and branching routes is mandatory
Neon White
Route optimisation and card-discard sequencing form the depth layer
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.