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

Execution · Practiced Mastery
Ninja Theory's stylish-action reboot with angel-demon stance switching through a shifting Limbo.

Execution · Practiced Mastery
Luchador metroidvania mixing brawler combos with demanding color-switch platforming.
DmC: Devil May Cry leans Execution (Practiced Mastery); Guacamelee! 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.
DmC: Devil May Cry
Angel/demon stance weaving is demanding but softer than mainline
Guacamelee!
Combo brawling and dimension-swap platforming challenges
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
DmC: Devil May Cry
Color-coded enemies dictate fixed answers
Guacamelee!
Enemies telegraph fixed patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
DmC: Devil May Cry
Limbo levels are authored spectacle, not random
Guacamelee!
Authored world with no randomness
DmC: Devil May Cry leans a little harder on optimization, though the gap is small.
DmC: Devil May Cry
Color-coding turns encounters into solvable matching puzzles
Guacamelee!
Ability routing, combos, and secret hunting
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.