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
A side-scrolling shooting test layered over loot-driven loadout optimisation.
Dying Light leans Execution (Practiced Mastery); Shoot Many Robots 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.
Shoot Many Robots
Run-and-gun aiming and dodging carry every level
Dying Light leans a little harder on reads, though the gap is small.
Dying Light
Zombie AI scripted, non-adaptive.
Shoot Many Robots
Robot hordes follow scripted behaviours, never adapting
Shoot Many Robots leans a little harder on variance, though the gap is small.
Dying Light
Night-hunter encounters bring randomness.
Shoot Many Robots
Random loot drops shape each build's options
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.
Shoot Many Robots
Gear and stat loadout tuning gates harder difficulties
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.