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 · Practiced Mastery
First-person parkour against zombies, especially terrifying after dark.

Execution · Practiced Mastery
Casual arcade golf with light multiplayer modes.
Dying Light leans Execution (Practiced Mastery); Mario Golf: Super Rush leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Dying Light
Parkour traversal and melee timing demanding.
Mario Golf: Super Rush
Swing timing, power-shot inputs
Mario Golf: Super Rush leans a little harder on reads, though the gap is small.
Dying Light
Zombie AI scripted, non-adaptive.
Mario Golf: Super Rush
Mostly solo course play, light PvP
Mario Golf: Super Rush leans a little harder on variance, though the gap is small.
Dying Light
Night-hunter encounters bring randomness.
Mario Golf: Super Rush
Wind and lie variance per shot
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dying Light
Crafting, blueprints, skill trees solvable.
Mario Golf: Super Rush
Club selection, shot shaping, course routing
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.