head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Pure Mechanics
Retro Studios' notoriously tough revival of Donkey Kong Country with relentless set-piece levels.

Execution · Pure Mechanics
Tests twitch reflexes and multiplier discipline in dense side-scrolling arcade combat.
Donkey Kong Country Returns leans Execution (Pure Mechanics); Matterfall 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.
Donkey Kong Country Returns
Demanding rocket-barrel and mine-cart sections, strict timing
Matterfall
Twitch dodging, dash-stuns and aim under bullet pressure
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Country Returns
Scripted hazards, no adaptation
Matterfall
Enemy waves are scripted arcade patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Country Returns
Hidden puzzle pieces, fixed once found
Matterfall
Fixed levels with nothing meaningfully hidden
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Country Returns
KONG letters and time attack routes are learnable
Matterfall
Score multiplier preservation and augment choice reward routing
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.