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 radio-controlled car racer through houses and supermarkets with weapon pickups and hidden shortcuts.

Execution · Pure Mechanics
A twin-stick arena shooter testing reflexes and positioning for high scores.
Re-Volt leans Execution (Pure Mechanics); We Are Doomed leans Execution (Pure Mechanics).
We Are Doomed leans a little harder on execution, though the gap is small.
Re-Volt
Twitchy RC car handling punishes sloppy steering
We Are Doomed
Twin-stick dodging and aiming under swarms demand reflexes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Re-Volt
Multiplayer item duels add a thin mind-game layer
We Are Doomed
Enemies spawn on scripts, nothing adapting to you
Re-Volt leans a little harder on variance, though the gap is small.
Re-Volt
Random pickups swing race outcomes
We Are Doomed
Spawn placement adds modest randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Re-Volt
Shortcuts and car-class knowledge reward study
We Are Doomed
Positioning and beam-charge timing reward score planning
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.