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.

Optimization · Light / Casual
A narrative horror-investigation game where uncovering the mystery outweighs any mechanical challenge.

Optimization · Systems & Chaos
Trial-and-error survival through scripted horror events that memorisation defuses.
Call of Cthulhu leans Optimization (Light / Casual); Mogeko Castle 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.
Call of Cthulhu
light stealth timing, mostly minor
Mogeko Castle
Occasional chase sequences need only basic movement
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Call of Cthulhu
no opponents, narrative investigation
Mogeko Castle
Pursuers are scripted horrors, not adaptive minds
Mogeko Castle leans a little harder on variance, though the gap is small.
Call of Cthulhu
skill checks add randomness
Mogeko Castle
Deaths come from unknown-until-triggered scripted events
Mogeko Castle leans a little harder on optimization, though the gap is small.
Call of Cthulhu
stat allocation lightly solvable
Mogeko Castle
Trial-and-error route knowledge solves the castle completely
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.