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

Execution · Practiced Mastery
Twitchy cover-shooter rooms that reward drilled execution and memorised routes.

Execution · Practiced Mastery
A voxel-based arcade shooter where precise movement and optimal human-rescue sequencing drive score.
Not a Hero leans Execution (Practiced Mastery); Resogun leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Not a Hero
Slide-cancels, snap cover and reload timing decide every room
Resogun
Precise overdrive timing and bullet-threading at high speed
Not a Hero leans a little harder on reads, though the gap is small.
Not a Hero
Enemies follow fixed behaviours, nothing adapts to you
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.
Not a Hero
Minor enemy spawn jitter, levels otherwise deterministic
Resogun
Particle-based destruction and some randomised enemy entry points
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Not a Hero
Learning room layouts and routing kills enables full-clear runs
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.