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
Tests twin-stick reflexes and threat triage under relentless arcade pressure.
DOOM (2016) leans Execution (Pure Mechanics); Super Stardust Ultra leans Execution (Pure Mechanics).
Super Stardust Ultra leans a little harder on execution, though the gap is small.
DOOM (2016)
Aim, movement, glory-kill timing all peak.
Super Stardust Ultra
Twin-stick dodging through dense asteroid fields is everything
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Super Stardust Ultra
Waves are spawned patterns, not adaptive opponents
Super Stardust Ultra leans a little harder on variance, though the gap is small.
DOOM (2016)
Minimal encounter randomness.
Super Stardust Ultra
Spawn timing varies slightly but is quickly familiar
DOOM (2016) leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
Super Stardust Ultra
Weapon choice and multiplier management refine scores
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.