head to head
Neither is simply harder - they are hard in different places. Blood on the Clocktower demands more variance; Divekick demands more execution.

Reads · Pure Mind Games
Reading human liars while solving a logic puzzle built on hidden roles.

Reads · Pure Mind Games
A two-button parody fighter that strips fighting games down to pure one-hit-kill spacing reads.
Blood on the Clocktower leans Reads (Pure Mind Games); Divekick leans Reads (Pure Mind Games).
Divekick leans clearly harder on execution.
Blood on the Clocktower
Talking takes no physical skill
Divekick
Two buttons, one-hit kills; almost no physical ceiling.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Blood on the Clocktower
Detecting human lies and modelling bluffers is the whole game
Divekick
Pure spacing yomi against an adapting human is the entire game.
Blood on the Clocktower leans clearly harder on variance.
Blood on the Clocktower
Hidden roles and storyteller setup drive every game's information
Divekick
Fully deterministic.
Blood on the Clocktower leans a little harder on optimization, though the gap is small.
Blood on the Clocktower
Role interactions and logic chains reward systematic deduction
Divekick
Character angles and gem choices are quickly mapped.
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.