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.

Variance · Systems & Chaos
A gacha shipgirl shooter where collection luck outweighs the light bullet dodging.

Optimization · Systems & Chaos
Isolating targets amid randomised crowds using traps and patience.
Azur Lane leans Variance (Systems & Chaos); Party Hard 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.
Azur Lane
Manual dodging helps but auto-play suffices.
Party Hard
Walking and stabbing need timing but little dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Azur Lane
PvP is non-interactive fleet checks.
Party Hard
Partygoers wander on RNG, not adaptive minds
Azur Lane leans a little harder on variance, though the gap is small.
Azur Lane
Gacha pulls and drop rates dominate progression.
Party Hard
Random traps, events and witness behaviour vary each level
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Azur Lane
Fleet comps and gear routes solvable.
Party Hard
Trap usage and isolation tactics converge to known strategies
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.