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
A management game about ferrying spirits to the afterlife.
Age of War leans Optimization (Pure Optimization); Spiritfarer 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
Spiritfarer
Platforming is light and forgiving.
Age of War leans a little harder on reads, though the gap is small.
Age of War
The AI follows predictable spawn logic
Spiritfarer
Spirits follow scripted arcs.
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
Spiritfarer
Minor resource RNG.
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
Spiritfarer
Boat layout and crafting loops reward 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.