head to head
Dead Cells asks more than Super Ghouls 'n Ghosts, and the gap is variance.

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

Execution · Practiced Mastery
Arthur's infamous SNES gauntlet of armor-shattering hazards that must be beaten twice with the right weapon.
Dead Cells leans Execution (Practiced Mastery); Super Ghouls 'n Ghosts 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.
Super Ghouls 'n Ghosts
Committed double jump and relentless hazards punish errors
Dead Cells leans a little harder on reads, though the gap is small.
Dead Cells
Enemy patterns are scripted; no adaptive modeling.
Super Ghouls 'n Ghosts
Scripted spawns, no adaptation
Dead Cells leans clearly harder on variance.
Dead Cells
Weapon drops and biome layouts randomized per run.
Super Ghouls 'n Ghosts
Chest contents and zombie spawns add light randomness
Dead Cells leans a little harder on optimization, though the gap is small.
Dead Cells
Build synergy and biome routing significantly improve runs.
Super Ghouls 'n Ghosts
Weapon management and mandatory second loop demand routing
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.