head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Practiced Mastery
A weighty mech run-and-gun testing momentum control against memorised stages.

Execution · Practiced Mastery
Simon Belmont's SNES remake-quest with a multidirectional whip and a moody trek to Dracula.
Cybernator leans Execution (Practiced Mastery); Super Castlevania IV leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Cybernator
Heavy mech momentum makes precise dodging and aim genuinely hard
Super Castlevania IV
Eight-way whip control and stair commitment test precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Cybernator
Enemy mechs follow scripted patterns
Super Castlevania IV
Classic scripted monster patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Cybernator
Fixed stages with nothing random
Super Castlevania IV
Hidden wall meat, fixed locations
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Cybernator
Weapon upgrade routing and boss patterns reward study
Super Castlevania IV
Subweapon choice and boss pattern study
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.