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
The classic execution-under-acceleration test wrapped in an immersive audiovisual experience.

Execution · Pure Mechanics
A twin-stick arena shooter testing reflexes and positioning for high scores.
Tetris Effect: Connected leans Execution (Pure Mechanics); We Are Doomed leans Execution (Pure Mechanics).
Tetris Effect: Connected leans a little harder on execution, though the gap is small.
Tetris Effect: Connected
Precision placement under acceleration is the entire skill ceiling
We Are Doomed
Twin-stick dodging and aiming under swarms demand reflexes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Tetris Effect: Connected
Zone-battle opponents exist but format leans on execution
We Are Doomed
Enemies spawn on scripts, nothing adapting to you
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Tetris Effect: Connected
Piece bag is bounded random but quickly mappable
We Are Doomed
Spawn placement adds modest randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Tetris Effect: Connected
T-spin and stacking strategy is knowable but execution overrides it
We Are Doomed
Positioning and beam-charge timing reward score planning
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.