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 · Pure Mechanics
An early arcade climber demanding tight, repeatable jump execution.

Execution · Pure Mechanics
Arcade dogfighter about staying airborne amid swarming bullets on pure stick skill.
Donkey Kong Junior leans Execution (Pure Mechanics); Luftrausers 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 Junior
precise vine-climbing and jump timing
Luftrausers
Momentum-based dogfighting demands constant precise control
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Junior
enemies follow fixed patrol patterns
Luftrausers
Enemy planes follow simple fixed behaviors
Luftrausers leans a little harder on variance, though the gap is small.
Donkey Kong Junior
minor enemy timing variance
Luftrausers
Spawn patterns vary slightly
Luftrausers leans a little harder on optimization, though the gap is small.
Donkey Kong Junior
minimal route memorization needed
Luftrausers
Part combos tweak the score game
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.