head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, 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 marble-rolling platformer testing precise physics control for record times.
Cuphead leans Execution (Pure Mechanics); Marble It Up! 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.
Marble It Up!
Frame-perfect marble control and boosting decide every run
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.
Marble It Up!
Solo time-trials - no opponent to predict
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.
Marble It Up!
Physics are deterministic, nothing random
Cuphead leans a little harder on optimization, though the gap is small.
Cuphead
Loadouts and boss phase order are fully learnable.
Marble It Up!
Finding optimal lines for record times rewards mastery
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.