head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Practiced Mastery
A neo-noir one-hit-kill action platformer about planning and replaying perfect assassinations.

Execution · Practiced Mastery
Modern Mega Man adding a slow-motion gear system to classic stage design.
Katana ZERO 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.
Katana ZERO
One-hit-death slashing and deflects demand precision
Mega Man 11
gear-swap platforming demands quick precise inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Katana ZERO
Enemies follow fixed placements and behaviours
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.
Katana ZERO
Rooms are identical on every attempt
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.
Katana ZERO
Planning the perfect room-clear sequence
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.