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

Execution · Pure Mechanics
Push-forward arena FPS where movement and aim are the whole game.

Execution · Pure Mechanics
Arcade run-and-stab timing against memorisable enemy spawn patterns.
DOOM (2016) leans Execution (Pure Mechanics); Rush'n Attack 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.
DOOM (2016)
Aim, movement, glory-kill timing all peak.
Rush'n Attack
Knife-range timing against dense spawns is the entire challenge
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Rush'n Attack
Soldiers spawn in fixed patterns
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.
Rush'n Attack
Arcade waves are deterministic once learnt
DOOM (2016) leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
Rush'n Attack
Memorising spawn patterns and weapon pickups solves runs
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.