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 · Pure Mechanics
A precision movement game disguised as a card-action roguelite, decided almost purely by execution.

Execution · Pure Mechanics
A relentless rail shooter testing aim and dodge execution against fixed choreography.
Neon White leans Execution (Pure Mechanics); Sin and Punishment leans Execution (Pure Mechanics).
Neon White leans a little harder on execution, though the gap is small.
Neon White
Card-discarding movement tech is the entire game at maximum precision
Sin and Punishment
Simultaneous aiming, dodging and melee at relentless pace
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Neon White
Solo time-trial levels; no opponent to read or predict
Sin and Punishment
Everything on rails is scripted, nothing adapts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Neon White
Fixed levels with no randomness; entirely deterministic
Sin and Punishment
Fixed enemy choreography every run
Neon White leans a little harder on optimization, though the gap is small.
Neon White
Route optimisation and card-discard sequencing form the depth layer
Sin and Punishment
Scoring routes and boss patterns are memorisable
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.