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
Player-made platforming gauntlets where precision execution meets unseen level design.

Execution · Pure Mechanics
A stylus-driven rail shooter testing aim speed against on-rails zombie waves.
Super Mario Maker leans Execution (Pure Mechanics); Touch the Dead leans Execution (Pure Mechanics).
Super Mario Maker leans a little harder on execution, though the gap is small.
Super Mario Maker
Community kaizo levels push platforming precision to extremes
Touch the Dead
Fast stylus aiming and reloading at zombies is twitch-core
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Maker
Levels are static once built; nothing adapts
Touch the Dead
Zombies attack on script, nothing to predict
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Maker
Unknown user levels are hidden information until attempted
Touch the Dead
Zombie spawn timing adds light unpredictability
Super Mario Maker leans a little harder on optimization, though the gap is small.
Super Mario Maker
Mastering tool tech and level conventions is learnable
Touch the Dead
Weapon choice and target priority reward routine
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.