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 · Pure Mechanics
Capcom's infamously punishing arcade platformer that makes you beat it twice for the real ending.

Execution · Pure Mechanics
A movement-shooter demanding near-perfect execution chains to maximise style rank against scripted but relentless enemies.
Ghosts 'n Goblins leans Execution (Pure Mechanics); ULTRAKILL leans Execution (Pure Mechanics).
ULTRAKILL leans a little harder on execution, though the gap is small.
Ghosts 'n Goblins
Committed jumps and pixel-precise throws, no mercy
ULTRAKILL
Style-ranked combat demands flawless movement, parries, and weapon-swap chains
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghosts 'n Goblins
Enemy spawns are scripted
ULTRAKILL
All enemies are scripted; no adaptive human opponent exists
ULTRAKILL leans a little harder on variance, though the gap is small.
Ghosts 'n Goblins
Red Arremer movement adds slight noise
ULTRAKILL
Enemy placement is fixed and fully readable after one pass
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Ghosts 'n Goblins
Weapon choice and route memorisation are mandatory
ULTRAKILL
Weapon synergies and ranked-route planning form a deep solvable system
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.