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 · Pure Mechanics
Rhythm roguelike that fuses dungeon crawling with beat-matched movement.

Execution · Pure Mechanics
A punishing rally sim where commitment at speed and smart service-park decisions decide the leaderboard.
Crypt of the NecroDancer leans Execution (Pure Mechanics); DiRT Rally 2.0 leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Crypt of the NecroDancer
Rhythm-locked inputs on every beat punish any miss.
DiRT Rally 2.0
Millimetre steering corrections at speed define stage time
DiRT Rally 2.0 leans a little harder on reads, though the gap is small.
Crypt of the NecroDancer
Enemy movement is fully scripted patterns.
DiRT Rally 2.0
Solo time-attack format; no adaptive opponent
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Crypt of the NecroDancer
Procedural dungeons and item drops add some swing.
DiRT Rally 2.0
Hidden surface cuts, gravel buildup and weather are unmappable mid-stage
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Crypt of the NecroDancer
Enemy patterns and routing are solvable once learned.
DiRT Rally 2.0
Car setup and service-park tyre choices are fully solvable pre-stage
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.