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

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

Execution · Pure Mechanics
A minimalist endless runner testing precise tap timing.
Donkey Kong Junior leans Execution (Pure Mechanics); Steppy Pants leans Execution (Pure Mechanics).
Donkey Kong Junior leans a little harder on execution, though the gap is small.
Donkey Kong Junior
precise vine-climbing and jump timing
Steppy Pants
precise tap timing for stepping rhythm
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
Steppy Pants
no opponent, solo endless runner
Steppy Pants leans a little harder on variance, though the gap is small.
Donkey Kong Junior
minor enemy timing variance
Steppy Pants
randomized obstacle/terrain generation
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Junior
minimal route memorization needed
Steppy Pants
minor route/timing pattern learning
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.