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 stylish pixel-art action-adventure with silent storytelling.

Execution · Practiced Mastery
A frenetic 3DS action shooter mixing rail flight, ground combat, and weapon fusion.
Hyper Light Drifter leans Execution (Practiced Mastery); Kid Icarus: Uprising leans Execution (Practiced Mastery).
Hyper Light Drifter leans a little harder on execution, though the gap is small.
Hyper Light Drifter
Quick dash-slash combat with tight windows
Kid Icarus: Uprising
Stylus aiming through flight and ground combat
Kid Icarus: Uprising leans a little harder on reads, though the gap is small.
Hyper Light Drifter
Scripted bosses with patterns
Kid Icarus: Uprising
Multiplayer Light vs Dark adds human opposition
Kid Icarus: Uprising leans a little harder on variance, though the gap is small.
Hyper Light Drifter
Deterministic encounters
Kid Icarus: Uprising
Weapon drops are randomised
Kid Icarus: Uprising leans a little harder on optimization, though the gap is small.
Hyper Light Drifter
Module loadouts and routing
Kid Icarus: Uprising
Weapon fusion and intensity-wager risk tuning
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.