head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Optimization · Systems & Chaos
A daily-run puzzle game where a randomised mansion layout must be navigated using logic and route planning.

Optimization · Pure Optimization
Ambitious X-COM entry defending a single city with real-time tactical combat.
Blue Prince leans Optimization (Systems & Chaos); X-COM: Apocalypse leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Blue Prince
Placing rooms and navigating them needs no dexterity
X-COM: Apocalypse
Optional real-time mode adds slight dexterity.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Blue Prince
No adaptive opponent; solo mansion puzzle
X-COM: Apocalypse
Alien behavior is systematic, not adaptive.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Blue Prince
Room deck draws randomise each run's layout and available doors
X-COM: Apocalypse
Hidden enemies and random raids drive uncertainty.
X-COM: Apocalypse leans a little harder on optimization, though the gap is small.
Blue Prince
Learning room interactions and optimal routing to reach Room 46 despite variance
X-COM: Apocalypse
City politics, economy and tech routing decide the war.
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.