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

Execution · Pure Mechanics
A fast-paced shoot-em-up testing aim and reload management against enemy waves.

Execution · Pure Mechanics
A methodical shooter that rewards learning enemy layouts and conserving resources across connected military bases.
Let Them Come leans Execution (Pure Mechanics); Quake II 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.
Let Them Come
Twitch aiming and reload timing dominate survival
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Let Them Come
Enemy waves are scripted, not adaptive
Quake II
All enemies are scripted; no adaptive AI present
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Let Them Come
Wave composition and spawns vary somewhat
Quake II
Item and enemy placement is fixed but unknown on first play
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Let Them Come
Weapon upgrades and resource choices extend runs
Quake II
Ammo and health economy tightly constrains routing through every level
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.