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

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

Execution · Pure Mechanics
Arcade run-and-gun testing crowd dodging and spawn memorisation.
Katana ZERO leans Execution (Practiced Mastery); Mercs leans Execution (Pure Mechanics).
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
Mercs
Run-and-gun crowd weaving at arcade pace is everything
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
Mercs
Soldiers spawn on fixed scripts
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
Mercs
Spawn tables barely vary between credits
Katana ZERO leans a little harder on optimization, though the gap is small.
Katana ZERO
Planning the perfect room-clear sequence
Mercs
Weapon pickups and route memorisation stretch each credit
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.