head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Execution · Pure Mechanics
A run-and-gun boss rush about dodging scripted patterns with tight inputs.

Execution · Pure Mechanics
A bullet-hell shmup testing dodging precision and scoring optimisation against fixed patterns.
Cuphead leans Execution (Pure Mechanics); eXceed Gun Bullet Children 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.
Cuphead
Tight dodging and parry timing decide every boss.
eXceed Gun Bullet Children
Weaving through dense bullet patterns is the whole test
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.
eXceed Gun Bullet Children
Solo bullet hell, no adaptive opponent
eXceed Gun Bullet Children leans a little harder on variance, though the gap is small.
Cuphead
Minor attack-order shuffling between phases.
eXceed Gun Bullet Children
Patterns are fixed and memorisable, not random
Cuphead leans a little harder on optimization, though the gap is small.
Cuphead
Loadouts and boss phase order are fully learnable.
eXceed Gun Bullet Children
Scoring systems and weapon choice reward optimisation
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.