Gamorium's take

Crowd-control execution against memorised enemy patterns, stage by stage.
the cheat-test profile
Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.
cheat: Aimbot - perfect inputs
Spacing, crowd control and throw timing carry every stage
cheat: Out-predict an adaptive opponent
Enemy gangs attack from fixed arcade patterns
cheat: See what's hidden / map the RNG
Spawns are essentially deterministic per stage
cheat: A perfect solver / coach
One-credit clears come from learned positioning and patterns
Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.
These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.
The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.
Ranked by shared genre first, then by how closely the cheat-test profile matches - a cross-genre tag means a pick matched on skill profile alone.

Bloodstained: Curse of the Moon
Practiced Mastery · retro action platformer