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

Execution · Practiced Mastery
A Platinum action game about juggling two characters at once with style.

Execution · Practiced Mastery
A classic arcade brawler sending the turtles through time to pummel Foot Clan waves.
Astral Chain leans Execution (Practiced Mastery); Teenage Mutant Ninja Turtles IV: Turtles in Time leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Astral Chain
Dual character-Legion control demands real dexterity.
Teenage Mutant Ninja Turtles IV: Turtles in Time
Throw timing, positioning, and boss dodges are the whole test.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Astral Chain
Enemy patterns scripted, not adaptive.
Teenage Mutant Ninja Turtles IV: Turtles in Time
Foot Soldiers run fixed scripts.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Astral Chain
Encounters fixed and replayable.
Teenage Mutant Ninja Turtles IV: Turtles in Time
Stages and waves are essentially fixed.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Astral Chain
Legion abilities and combo scoring learnable.
Teenage Mutant Ninja Turtles IV: Turtles in Time
Wave layouts and boss patterns are fully memorisable.
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.