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

Execution · Practiced Mastery
A Cave bullet hell demanding the highest execution ceiling of any mainstream shmup, with a rank system that punishes passivity.

Execution · Practiced Mastery
A voxel-based arcade shooter where precise movement and optimal human-rescue sequencing drive score.
Mushihimesama leans Execution (Practiced Mastery); Resogun leans Execution (Practiced Mastery).
Mushihimesama leans a little harder on execution, though the gap is small.
Mushihimesama
Ultra Maniac difficulty requires inhuman movement precision
Resogun
Precise overdrive timing and bullet-threading at high speed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Mushihimesama
All bullet patterns are scripted Cave bullet-hell formations
Resogun
Scripted enemy formations only
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Mushihimesama
Rank system alters bullet speed based on play style
Resogun
Particle-based destruction and some randomised enemy entry points
Mushihimesama leans a little harder on optimization, though the gap is small.
Mushihimesama
Shot type selection, rank management, and scoring routes are solvable
Resogun
Keeper rescue sequencing and phase timing are fully learnable
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.