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
A vertical scroller testing bullet-dodging execution over memorised enemy wave patterns.
Painkiller (2004) leans Execution (Pure Mechanics); SWIV 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
SWIV
Weaving through dense bullet patterns is the whole vertical-shooter test
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
SWIV
Enemy waves are scripted spawns, never adaptive
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
SWIV
Almost fully deterministic once patterns are memorised
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
SWIV
Learning spawn layouts and power-up routes raises the ceiling
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.