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 gothic kart racer testing drift execution and track knowledge with item chaos.

Execution · Pure Mechanics
Stacking wobbly bricks quickly while sabotage spells fly between players.
Nightmare Kart 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.
Nightmare Kart
Drift lines and combat aim decide races
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.
Nightmare Kart
Human racers in versus add mild prediction
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.
Nightmare Kart
Item pickups inject kart-racer chaos
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.
Nightmare Kart
Track knowledge and boss patterns are learnable
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.