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
An arcade isometric shooter testing twitch execution and loadout mastery for score.

Execution · Practiced Mastery
Arthur's infamous SNES gauntlet of armor-shattering hazards that must be beaten twice with the right weapon.
Kill 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.
Kill Knight
Ultra-fast isometric shooting and reload timing define mastery
Super Ghouls 'n Ghosts
Committed double jump and relentless hazards punish errors
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Kill Knight
Horror swarms follow fixed spawn logic
Super Ghouls 'n Ghosts
Scripted spawns, no adaptation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Kill Knight
Arena waves vary slightly between attempts
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.
Kill Knight
Loadout synergy and scoring systems reward deep study
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.