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 · Systems & Chaos
A primitive dungeon crawl testing stat management against random rolls.

Optimization · Pure Optimization
A cozy island life-sim about building a community at your pace.
Akalabeth: World of Doom leans Optimization (Systems & Chaos); Animal Crossing: New Horizons 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.
Akalabeth: World of Doom
Turn-based keypresses carry no physical demand
Animal Crossing: New Horizons
Trivial inputs.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Akalabeth: World of Doom
Monsters follow primitive fixed behaviour
Animal Crossing: New Horizons
NPCs are scripted.
Akalabeth: World of Doom leans a little harder on variance, though the gap is small.
Akalabeth: World of Doom
Dungeon generation and stat rolls inject early-CRPG randomness
Animal Crossing: New Horizons
Daily visitors and fossils randomize.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Akalabeth: World of Doom
Stat management and grinding efficiency decide survival
Animal Crossing: New Horizons
Turnips, layout, and time-routing 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.