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

Optimization · Systems & Chaos
An interactive crime drama where timed family choices branch a scripted crisis toward multiple endings.

Optimization · Systems & Chaos
A time-travel mystery testing deduction of fixed cause-and-effect puzzle chains.
As Dusk Falls leans Optimization (Systems & Chaos); Time Hollow leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
As Dusk Falls
Timed vote prompts create mild urgency but no skill ceiling
Time Hollow
Drawing portals with the stylus is trivial
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
As Dusk Falls
Character arcs are scripted; no opponent adapts to your choices
Time Hollow
A fixed mystery plot, no adversary
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
As Dusk Falls
Branching outcomes obscure which paths are accessible from current state
Time Hollow
Story twists are hidden information on first play
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
As Dusk Falls
Understanding the branching tree allows deliberate replays toward target endings
Time Hollow
Deducing where and when to open portals is fixed-solution puzzling
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.