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 · Pure Optimization
A GBA metroidvania built around collecting enemy souls.

Optimization · Pure Optimization
A money-making strategy game about routing investments and treasure hunts efficiently.
Castlevania: Aria of Sorrow leans Optimization (Pure Optimization); Disney's DuckTales: The Quest for Gold 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.
Castlevania: Aria of Sorrow
Modest action timing
Disney's DuckTales: The Quest for Gold
Flight minigame timing matters but is light
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Castlevania: Aria of Sorrow
Scripted enemies
Disney's DuckTales: The Quest for Gold
No adaptive opponent, AI rivals are scripted
Disney's DuckTales: The Quest for Gold leans a little harder on variance, though the gap is small.
Castlevania: Aria of Sorrow
Soul drops are heavily random
Disney's DuckTales: The Quest for Gold
Treasure locations and events add randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Castlevania: Aria of Sorrow
Soul build crafting dominates
Disney's DuckTales: The Quest for Gold
Managing cash, investments and route is the core loop
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.