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 · Practiced Mastery
Survival horror where you fight ghosts by photographing them with a cursed camera.
Castlevania: Aria of Sorrow leans Optimization (Pure Optimization); Fatal Frame leans Optimization (Practiced Mastery).
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
Fatal Frame
Camera framing and shutter timing on ghosts
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
Fatal Frame
Ghosts wander but never adapt to you
Fatal Frame leans a little harder on variance, though the gap is small.
Castlevania: Aria of Sorrow
Soul drops are heavily random
Fatal Frame
Ghost appearances feel unpredictable until learned
Castlevania: Aria of Sorrow leans a little harder on optimization, though the gap is small.
Castlevania: Aria of Sorrow
Soul build crafting dominates
Fatal Frame
Item routing, film economy, learning ghost patterns
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.