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

Execution · Practiced Mastery
Soulslike parry timing against fixed enemy movesets.
Hollow Knight leans Execution (Practiced Mastery); Star Wars Jedi: Fallen Order leans Execution (Practiced Mastery).
Hollow Knight leans a little harder on execution, though the gap is small.
Hollow Knight
Precise platforming and pogo timing dominate hard content.
Star Wars Jedi: Fallen Order
Parry and dodge timing windows decide every duel
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Hollow Knight
Bosses run scripted attack pools; not adaptive.
Star Wars Jedi: Fallen Order
Inquisitors telegraph fixed movesets - nothing models you
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.
Star Wars Jedi: Fallen Order
Enemy layouts are fixed after first sight
Hollow Knight leans a little harder on optimization, though the gap is small.
Hollow Knight
Charm builds and boss routes are fully learnable.
Star Wars Jedi: Fallen Order
Learning movesets and skill routing is the supporting 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.