head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Execution · Pure Mechanics
A first-person cyberpunk slasher where everything dies in one hit, including you.

Execution · Pure Mechanics
Tests frame-tight jump timing through fully memorisable obstacle sequences.
Ghostrunner leans Execution (Pure Mechanics); The Impossible Game 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.
Ghostrunner
One-hit-death parkour and slashing demand near-perfect inputs
The Impossible Game
One mistimed jump restarts the level - perfect inputs win alone
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostrunner
Enemy placements are fixed
The Impossible Game
Solo - nothing to predict
Ghostrunner leans a little harder on variance, though the gap is small.
Ghostrunner
Deterministic levels
The Impossible Game
Levels are identical on every attempt
Ghostrunner leans a little harder on optimization, though the gap is small.
Ghostrunner
Route planning and enemy-order solutions define fast clears
The Impossible Game
Memorising the jump sequence is half the climb
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.