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

Execution · Pure Mechanics
A touch-based skateboarding sim demanding precise finger trick execution.
Donkey Kong Junior leans Execution (Pure Mechanics); Touchgrind Skate 2 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
Touchgrind Skate 2
precise finger-based trick 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
Touchgrind Skate 2
no opponent to out-predict
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Junior
minor enemy timing variance
Touchgrind Skate 2
minimal randomness in runs
Touchgrind Skate 2 leans a little harder on optimization, though the gap is small.
Donkey Kong Junior
minimal route memorization needed
Touchgrind Skate 2
trick-combo route planning
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.