head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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
A prank-based puzzle game about sequencing traps against a scripted neighbor.
Age of War leans Optimization (Pure Optimization); Neighbours from Hell 2: On Vacation 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
Neighbours from Hell 2: On Vacation
light timing on trap execution
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Age of War
The AI follows predictable spawn logic
Neighbours from Hell 2: On Vacation
neighbor follows scripted routine, not adaptive
Neighbours from Hell 2: On Vacation leans a little harder on variance, though the gap is small.
Age of War
Matches play out almost identically given same choices
Neighbours from Hell 2: On Vacation
some randomness in reaction timing
Age of War leans a little harder on optimization, though the gap is small.
Age of War
Unit economy and evolution timing decide the stalemate
Neighbours from Hell 2: On Vacation
puzzle-solving trap sequences per room
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.