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
Neon top-down massacre where each floor is a one-mistake execution puzzle.
Cuphead leans Execution (Pure Mechanics); Hotline Miami 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.
Hotline Miami
One-hit-death rooms demand flawless fast inputs
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.
Hotline Miami
Enemies are dumb scripted reactors
Hotline Miami leans a little harder on variance, though the gap is small.
Cuphead
Minor attack-order shuffling between phases.
Hotline Miami
Slight enemy behavior wobble between restarts
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.
Hotline Miami
Route planning and mask choice per floor
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.