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
A run-and-gun boss rush about dodging scripted patterns with tight inputs.

Execution · Practiced Mastery
Cave's gothic horizontal bullet hell with player-chosen stage difficulty and item-chain scoring.
Cuphead leans Execution (Pure Mechanics); Deathsmiles leans Execution (Practiced Mastery).
Cuphead leans a little harder on execution, though the gap is small.
Cuphead
Tight dodging and parry timing decide every boss.
Deathsmiles
Horizontal bullet dodging with dual-direction shooting
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Cuphead
Bosses cycle scripted phases; no adaptation to player.
Deathsmiles
Scripted gothic enemies never adapt
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Cuphead
Minor attack-order shuffling between phases.
Deathsmiles
Selectable difficulty fixes patterns, little randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Cuphead
Loadouts and boss phase order are fully learnable.
Deathsmiles
Item counter and rank route choices drive scoring
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.