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 twin-stick arcade shooter framed as a lethal game show of swarming arenas and prizes.

Execution · Pure Mechanics
Brutal rhythm-violence game where perfect timing on a screaming track is all that exists.
Smash TV leans Execution (Pure Mechanics); Thumper 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.
Smash TV
Twin-stick aim and dodging through swarming arenas is everything.
Thumper
Split-second rhythm inputs at speed are the entire test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Smash TV
Mobs rush mindlessly on scripts.
Thumper
No opponent, only the track
Smash TV leans a little harder on variance, though the gap is small.
Smash TV
Spawn timing and pickups vary modestly.
Thumper
Tracks are fixed and learnable
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Smash TV
Room order, powerup priorities, and boss patterns are learnable.
Thumper
Memorizing patterns and scoring lines helps mastery
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.