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

Execution · Practiced Mastery
Soulslike parry timing against fixed enemy movesets.
Dying Light leans Execution (Practiced Mastery); Star Wars Jedi: Fallen Order leans Execution (Practiced Mastery).
Star Wars Jedi: Fallen Order leans a little harder on execution, though the gap is small.
Dying Light
Parkour traversal and melee timing demanding.
Star Wars Jedi: Fallen Order
Parry and dodge timing windows decide every duel
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dying Light
Zombie AI scripted, non-adaptive.
Star Wars Jedi: Fallen Order
Inquisitors telegraph fixed movesets - nothing models you
Dying Light leans a little harder on variance, though the gap is small.
Dying Light
Night-hunter encounters bring randomness.
Star Wars Jedi: Fallen Order
Enemy layouts are fixed after first sight
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.
Star Wars Jedi: Fallen Order
Learning movesets and skill routing is the supporting layer
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.