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

Execution · Practiced Mastery
A precision metroidvania about learning fixed boss patterns and tight platforming.

Execution · Practiced Mastery
Modern Mega Man adding a slow-motion gear system to classic stage design.
Hollow Knight leans Execution (Practiced Mastery); Mega Man 11 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.
Hollow Knight
Precise platforming and pogo timing dominate hard content.
Mega Man 11
gear-swap platforming demands quick precise inputs
Hollow Knight leans a little harder on reads, though the gap is small.
Hollow Knight
Bosses run scripted attack pools; not adaptive.
Mega Man 11
bosses cycle fixed movesets
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Hollow Knight
Negligible; world layout is fixed.
Mega Man 11
fully deterministic stages
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Hollow Knight
Charm builds and boss routes are fully learnable.
Mega Man 11
weakness order plus Double Gear timing strategy
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.