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 · Pure Mechanics
A grappling-hook bullet-hell metroidvania testing precise movement and dodging.

Execution · Pure Mechanics
Player-made platforming gauntlets where precision execution meets unseen level design.
Rusted Moss leans Execution (Pure Mechanics); Super Mario Maker 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.
Rusted Moss
Grappling-hook movement and bullet-dodging are the lead
Super Mario Maker
Community kaizo levels push platforming precision to extremes
Rusted Moss leans a little harder on reads, though the gap is small.
Rusted Moss
Bosses are scripted patterns, not adapting to you
Super Mario Maker
Levels are static once built; nothing adapts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Rusted Moss
Bullet patterns are deterministic once learned
Super Mario Maker
Unknown user levels are hidden information until attempted
Rusted Moss leans a little harder on optimization, though the gap is small.
Rusted Moss
Upgrade routing and metroidvania traversal reward planning
Super Mario Maker
Mastering tool tech and level conventions is 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.