head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Light / Casual
A daily-ritual life sim where the only optional test is turnip economics.

Optimization · Light / Casual
A guided noir investigation testing attention more than any skill ceiling.
Animal Crossing: City Folk leans Optimization (Light / Casual); Nobody Wants to Die leans Optimization (Light / Casual).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: City Folk
Watering flowers and fishing taps need no dexterity
Nobody Wants to Die
Guided investigation scenes need no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: City Folk
Villagers are scripted personalities, not adaptive minds
Nobody Wants to Die
The killer is an authored mystery, not an adapting mind
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: City Folk
Daily events, fish and visitor RNG add gentle surprise
Nobody Wants to Die
Evidence is scripted-but-unknown until reconstructed
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: City Folk
Turnip trading and town optimisation exist but stay optional
Nobody Wants to Die
Reconstruction tools make deductions mostly guided
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.