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

Execution · Pure Mechanics
A relentless wave-clearing shooter that tests sustained aim and movement against massive scripted enemy crowds.

Execution · Pure Mechanics
Dense top-down bullet-dodging that rewards memorised stage routes.
Painkiller (2004) leans Execution (Pure Mechanics); Pocky & Rocky 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.
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
Pocky & Rocky
Dodging dense bullet patterns while aiming is everything
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Painkiller (2004)
All enemies are scripted waves with fixed attack patterns
Pocky & Rocky
Enemy waves and bosses are fully scripted
Painkiller (2004) leans a little harder on variance, though the gap is small.
Painkiller (2004)
Enemy counts and placements are fixed with minimal unknown elements
Pocky & Rocky
Spawns are fixed per stage
Painkiller (2004) leans a little harder on optimization, though the gap is small.
Painkiller (2004)
Tarot card selection and level routing provide a thin solvable layer
Pocky & Rocky
Memorising waves and managing slide-dodges optimises clears
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.