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 · Practiced Mastery
Cave's gothic horizontal bullet hell with player-chosen stage difficulty and item-chain scoring.

Execution · Practiced Mastery
A voxel-based arcade shooter where precise movement and optimal human-rescue sequencing drive score.
Deathsmiles leans Execution (Practiced Mastery); Resogun 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.
Deathsmiles
Horizontal bullet dodging with dual-direction shooting
Resogun
Precise overdrive timing and bullet-threading at high speed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deathsmiles
Scripted gothic enemies never adapt
Resogun
Scripted enemy formations only
Resogun leans a little harder on variance, though the gap is small.
Deathsmiles
Selectable difficulty fixes patterns, little randomness
Resogun
Particle-based destruction and some randomised enemy entry points
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Deathsmiles
Item counter and rank route choices drive scoring
Resogun
Keeper rescue sequencing and phase timing are fully learnable
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.