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
Kart drift control and track knowledge with item luck shaking up placements.

Execution · Pure Mechanics
Stacking wobbly bricks quickly while sabotage spells fly between players.
SuperTuxKart leans Execution (Pure Mechanics); Tricky Towers 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.
SuperTuxKart
Drift control and line holding decide races
Tricky Towers
Placing physics bricks fast under pressure is the core test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
SuperTuxKart
Human online races reward mild item mind-games
Tricky Towers
Timing spells against specific human rivals adds light prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
SuperTuxKart
Item box rolls shake up placements
Tricky Towers
Brick sequence and wobble physics inject chaos
Tricky Towers leans a little harder on optimization, though the gap is small.
SuperTuxKart
Track shortcuts and kart choice reward study
Tricky Towers
Stable stacking shapes are learnable patterns
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.