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 bullet-hell shmup testing reflex dodging of scripted enemy patterns.

Execution · Practiced Mastery
A voxel-based arcade shooter where precise movement and optimal human-rescue sequencing drive score.
Raiden IV OverKill leans Execution (Pure Mechanics); Resogun leans Execution (Practiced Mastery).
Raiden IV OverKill leans a little harder on execution, though the gap is small.
Raiden IV OverKill
Dodging dense bullet patterns demands precise reflexes
Resogun
Precise overdrive timing and bullet-threading at high speed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Raiden IV OverKill
Enemies fire fixed scripted patterns, not adapting
Resogun
Scripted enemy formations only
Raiden IV OverKill leans a little harder on variance, though the gap is small.
Raiden IV OverKill
Some spawn and item randomness, mostly mappable
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.
Raiden IV OverKill
Memorizing patterns and scoring routes maximizes 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.