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
Pioneering six-degrees-of-freedom shooter through robot-infested mines.

Execution · Practiced Mastery
A precision metroidvania about learning fixed boss patterns and tight platforming.
Descent leans Execution (Practiced Mastery); Hollow Knight 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.
Descent
Full 6DOF control and aim under disorientation is the test
Hollow Knight
Precise platforming and pogo timing dominate hard content.
Hollow Knight leans a little harder on reads, though the gap is small.
Descent
Scripted robot behaviors, no adaptation
Hollow Knight
Bosses run scripted attack pools; not adaptive.
Descent leans a little harder on variance, though the gap is small.
Descent
Mine layouts fixed; ambushes surprise only once
Hollow Knight
Negligible; world layout is fixed.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Descent
Route memorization and weapon economy reward optimization
Hollow Knight
Charm builds and boss routes 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.