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
PS3 twin-stick shooter wrapping planets in asteroid storms and chained multipliers.
DOOM (2016) leans Execution (Pure Mechanics); Super Stardust HD leans Execution (Pure Mechanics).
Super Stardust HD leans a little harder on execution, though the gap is small.
DOOM (2016)
Aim, movement, glory-kill timing all peak.
Super Stardust HD
Twin-stick precision amid screen-filling asteroid chaos
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Super Stardust HD
Spawns follow fixed logic, no adaptation
Super Stardust HD leans a little harder on variance, though the gap is small.
DOOM (2016)
Minimal encounter randomness.
Super Stardust HD
Spawn positions vary modestly per run
DOOM (2016) leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
Super Stardust HD
Weapon matching and multiplier preservation reward strategy
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.