head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Execution · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.

Execution · Pure Mechanics
A vertical scroller testing bullet-dodging execution over memorised enemy wave patterns.
Super Mario Odyssey leans Execution (Pure Mechanics); SWIV 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.
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
SWIV
Weaving through dense bullet patterns is the whole vertical-shooter test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Odyssey
No adaptive opponents whatsoever.
SWIV
Enemy waves are scripted spawns, never adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Odyssey
Almost no randomness in level design.
SWIV
Almost fully deterministic once patterns are memorised
Super Mario Odyssey leans a little harder on optimization, though the gap is small.
Super Mario Odyssey
Moon routes and movement tech learnable.
SWIV
Learning spawn layouts and power-up routes raises the ceiling
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.