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
Push-forward arena FPS where movement and aim are the whole game.

Execution · Pure Mechanics
Capcom's infamously punishing arcade platformer that makes you beat it twice for the real ending.
DOOM (2016) leans Execution (Pure Mechanics); Ghosts 'n Goblins leans Execution (Pure Mechanics).
Ghosts 'n Goblins leans a little harder on execution, though the gap is small.
DOOM (2016)
Aim, movement, glory-kill timing all peak.
Ghosts 'n Goblins
Committed jumps and pixel-precise throws, no mercy
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Ghosts 'n Goblins
Enemy spawns are scripted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
DOOM (2016)
Minimal encounter randomness.
Ghosts 'n Goblins
Red Arremer movement adds slight noise
Ghosts 'n Goblins leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
Ghosts 'n Goblins
Weapon choice and route memorisation are mandatory
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.