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
Reflex-timed throwing accuracy and ball economy along an accelerating rail.
DOOM (2016) leans Execution (Pure Mechanics); Smash Hit leans Execution (Pure Mechanics).
DOOM (2016) leans a little harder on execution, though the gap is small.
DOOM (2016)
Aim, movement, glory-kill timing all peak.
Smash Hit
Timed taps to break glass before impact decide survival
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Smash Hit
No opponent - obstacles are preset courses
Smash Hit leans a little harder on variance, though the gap is small.
DOOM (2016)
Minimal encounter randomness.
Smash Hit
Minor obstacle shuffling, quickly familiar with replays
DOOM (2016) leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
Smash Hit
Ball conservation and multiball management extend 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.