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

Execution · Practiced Mastery
A top-down shooter testing aim and ammo management while rescuing victims.

Execution · Practiced Mastery
Arcade driving gated by a randomised upgrade-card progression economy.
Ghoul Patrol leans Execution (Practiced Mastery); Need for Speed: Payback 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.
Ghoul Patrol
Aiming and dodging enemies under ammo pressure
Need for Speed: Payback
Arcade handling and chase setpieces need decent hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghoul Patrol
Enemies follow scripted patterns, no adaptation
Need for Speed: Payback
Cops and rivals run scripted pursuit logic
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ghoul Patrol
Some spawn and item randomness
Need for Speed: Payback
Speed-card upgrade rolls gate progression randomly
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Ghoul Patrol
Managing limited ammo and rescue routing matters
Need for Speed: Payback
Grinding efficient builds and routes is the systems 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.