head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Pure Mechanics
A twin-stick arcade shooter where relentless swarm pressure demands perfect movement and targeting at escalating pace.

Execution · Pure Mechanics
A methodical shooter that rewards learning enemy layouts and conserving resources across connected military bases.
Geometry Wars 3: Dimensions leans Execution (Pure Mechanics); Quake II leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Geometry Wars 3: Dimensions
Weaving geometric enemy swarms at extreme speed is the ceiling
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Geometry Wars 3: Dimensions
No opponent; all enemy behaviour is scripted swarm logic
Quake II
All enemies are scripted; no adaptive AI present
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Geometry Wars 3: Dimensions
Enemy spawn positions vary run-to-run, adding chaos
Quake II
Item and enemy placement is fixed but unknown on first play
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Geometry Wars 3: Dimensions
Drone type selection and geom farming locations are learnable
Quake II
Ammo and health economy tightly constrains routing through every level
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.