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 punishing western arcade shooter testing directional-fire dexterity.

Execution · Pure Mechanics
A relentless wave-clearing shooter that tests sustained aim and movement against massive scripted enemy crowds.
Gun.Smoke leans Execution (Pure Mechanics); Painkiller (2004) 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.
Gun.Smoke
Three-way shot aiming under relentless scroll pressure
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Gun.Smoke
Outlaws spawn in fixed patterns
Painkiller (2004)
All enemies are scripted waves with fixed attack patterns
Painkiller (2004) leans a little harder on variance, though the gap is small.
Gun.Smoke
Item barrels sit in the same spots every credit
Painkiller (2004)
Enemy counts and placements are fixed with minimal unknown elements
Painkiller (2004) leans a little harder on optimization, though the gap is small.
Gun.Smoke
Boss patterns and item routes reward memorisation
Painkiller (2004)
Tarot card selection and level routing provide a thin solvable 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.