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

Execution · Practiced Mastery
A grounded medieval RPG where sword timing and skill planning both matter.

Execution · Practiced Mastery
Casual arcade golf with light multiplayer modes.
Kingdom Come: Deliverance leans Execution (Practiced Mastery); Mario Golf: Super Rush 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.
Kingdom Come: Deliverance
Directional sword combat, real timing needed
Mario Golf: Super Rush
Swing timing, power-shot inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Kingdom Come: Deliverance
Enemy AI somewhat reactive in duels
Mario Golf: Super Rush
Mostly solo course play, light PvP
Mario Golf: Super Rush leans a little harder on variance, though the gap is small.
Kingdom Come: Deliverance
Skill checks and durability rolls
Mario Golf: Super Rush
Wind and lie variance per shot
Kingdom Come: Deliverance leans a little harder on optimization, though the gap is small.
Kingdom Come: Deliverance
Skill trees, alchemy, gear upkeep planning
Mario Golf: Super Rush
Club selection, shot shaping, course 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.