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
A maze-chase arcade game testing dodging under a scrolling screen's pressure.

Execution · Practiced Mastery
Retro ninja platformer that flips from linear levels into a time-hopping metroidvania.
Devil World leans Execution (Practiced Mastery); The Messenger 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.
Devil World
Dodging demons while the scrolling maze crushes you is twitch
The Messenger
cloudstep chains demand precise aerial control
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Devil World
Demons chase on simple fixed logic
The Messenger
enemies and bosses are fully scripted
Devil World leans a little harder on variance, though the gap is small.
Devil World
Scroll direction shifts add mild unpredictability
The Messenger
deterministic level design
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Devil World
Maze routes and cross timing are learnable patterns
The Messenger
upgrade economy and late-game route knowledge
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.