head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Execution · Practiced Mastery
A metroidvania roguelite testing reflexes through randomized weapon kits.

Execution · Practiced Mastery
Head-swapping action roguelite where each skull is a new moveset.
Dead Cells leans Execution (Practiced Mastery); Skul: The Hero Slayer 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.
Dead Cells
Tight platforming, parries, and dodge-rolls demand precise inputs.
Skul: The Hero Slayer
Action platforming with skull swaps demands precise combos.
Dead Cells leans a little harder on reads, though the gap is small.
Dead Cells
Enemy patterns are scripted; no adaptive modeling.
Skul: The Hero Slayer
Enemy AI is fully scripted.
Skul: The Hero Slayer leans a little harder on variance, though the gap is small.
Dead Cells
Weapon drops and biome layouts randomized per run.
Skul: The Hero Slayer
Skull and item drops swing runs.
Dead Cells leans a little harder on optimization, though the gap is small.
Dead Cells
Build synergy and biome routing significantly improve runs.
Skul: The Hero Slayer
Skull synergies and boss patterns reward 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.