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
Arthur's infamous SNES gauntlet of armor-shattering hazards that must be beaten twice with the right weapon.
Hollow Knight leans Execution (Practiced Mastery); Super Ghouls 'n Ghosts 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.
Super Ghouls 'n Ghosts
Committed double jump and relentless hazards punish errors
Hollow Knight leans a little harder on reads, though the gap is small.
Hollow Knight
Bosses run scripted attack pools; not adaptive.
Super Ghouls 'n Ghosts
Scripted spawns, no adaptation
Super Ghouls 'n Ghosts leans a little harder on variance, though the gap is small.
Hollow Knight
Negligible; world layout is fixed.
Super Ghouls 'n Ghosts
Chest contents and zombie spawns add light randomness
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.
Super Ghouls 'n Ghosts
Weapon management and mandatory second loop demand routing
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.