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 danmaku arcade shmup where surviving cascading bullet curtains and optimising hyper-cancel chaining pushes execution to its ceiling.

Execution · Pure Mechanics
A first-person cyberpunk slasher where everything dies in one hit, including you.
DoDonPachi DaiFukkatsu leans Execution (Practiced Mastery); Ghostrunner leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
DoDonPachi DaiFukkatsu
Surviving dense bullet curtains at high speed demands peak precision
Ghostrunner
One-hit-death parkour and slashing demand near-perfect inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
DoDonPachi DaiFukkatsu
Scripted enemy patterns only - no adaptive opponent
Ghostrunner
Enemy placements are fixed
DoDonPachi DaiFukkatsu leans a little harder on variance, though the gap is small.
DoDonPachi DaiFukkatsu
Rank system and some random bullet timings add pressure
Ghostrunner
Deterministic levels
DoDonPachi DaiFukkatsu leans a little harder on optimization, though the gap is small.
DoDonPachi DaiFukkatsu
Hyper cancels, chaining, and routing for maximum score are fully solvable
Ghostrunner
Route planning and enemy-order solutions define fast clears
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.