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 shooter testing precise dodging through fixed dense patterns.
Cuphead leans Execution (Pure Mechanics); Rolling Gunner 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.
Rolling Gunner
Dodging dense bullet patterns is the entire skill ceiling
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.
Rolling Gunner
Solo arcade, enemies are scripted not adaptive
Rolling Gunner leans a little harder on variance, though the gap is small.
Cuphead
Minor attack-order shuffling between phases.
Rolling Gunner
Patterns are fixed once learned, minimal randomness
Cuphead leans a little harder on optimization, though the gap is small.
Cuphead
Loadouts and boss phase order are fully learnable.
Rolling Gunner
Scoring routes and the rolling-gun mechanic reward planning
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.