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

Optimization · Pure Optimization
A simple economy-timing puzzle of when to spawn units and evolve ages.

Optimization · Pure Optimization
Noir stealth puzzler about rewiring buildings so guards defeat themselves.
Age of War leans Optimization (Pure Optimization); Gunpoint leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Age of War
Clicking spawn buttons with decent timing suffices
Gunpoint
Jump timing matters occasionally, lightly
Age of War leans a little harder on reads, though the gap is small.
Age of War
The AI follows predictable spawn logic
Gunpoint
Guards patrol on fixed scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Age of War
Matches play out almost identically given same choices
Gunpoint
Levels fully visible and deterministic
Gunpoint leans a little harder on optimization, though the gap is small.
Age of War
Unit economy and evolution timing decide the stalemate
Gunpoint
Crosslink rewiring puzzles have clean optimal solutions
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.