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 · Pure Mechanics
A precision movement game disguised as a card-action roguelite, decided almost purely by execution.
Cuphead leans Execution (Pure Mechanics); Neon White leans Execution (Pure Mechanics).
Neon White leans a little harder on execution, though the gap is small.
Cuphead
Tight dodging and parry timing decide every boss.
Neon White
Card-discarding movement tech is the entire game at maximum precision
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.
Neon White
Solo time-trial levels; no opponent to read or 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.
Neon White
Fixed levels with no randomness; entirely deterministic
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.
Neon White
Route optimisation and card-discard sequencing form the depth layer
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.