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
A tilt-balance action game testing fine motor control rolling a ball through fixed stages.
DOOM (2016) leans Execution (Pure Mechanics); Super Monkey Ball Touch & Roll 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.
Super Monkey Ball Touch & Roll
Tilting the stage to balance the ball demands fine control
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Super Monkey Ball Touch & Roll
No adaptive opponent in the rolling puzzles
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.
Super Monkey Ball Touch & Roll
Stages are fixed, nothing random
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
DOOM (2016)
Rune and weapon mod picks meaningful.
Super Monkey Ball Touch & Roll
Learning optimal lines and shortcuts through stages is the meta
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.