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 · Pure Mechanics
A fast, low-fi browser FPS built around twitch aim and movement skill.

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Krunker leans Execution (Pure Mechanics); Unreal Tournament 2004 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.
Krunker
fast twitch aim and movement in browser FPS
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Krunker
reading human opponents' positioning and peeks
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Krunker
minor spawn and loadout randomness
Unreal Tournament 2004
Spawns and item timers are knowable, little hidden
Unreal Tournament 2004 leans a little harder on optimization, though the gap is small.
Krunker
class loadouts and map knowledge are learnable
Unreal Tournament 2004
Item timing, map control, and weapon economy are studied
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.