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
Open-world racer where banking risky speedpoints against human cops drives the tension.

Execution · Pure Mechanics
Stacking wobbly bricks quickly while sabotage spells fly between players.
Need for Speed: Rivals leans Execution (Pure Mechanics); Tricky Towers 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.
Need for Speed: Rivals
Open-road control with pursuit tech timing
Tricky Towers
Placing physics bricks fast under pressure is the core test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Rivals
AllDrive mixes human cops and racers in
Tricky Towers
Timing spells against specific human rivals adds light prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Rivals
Dynamic open-world encounters and weather
Tricky Towers
Brick sequence and wobble physics inject chaos
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Rivals
Risk-versus-bank speedpoint economy
Tricky Towers
Stable stacking shapes are learnable patterns
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.