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
Immersive sim aboard Talos I where build and route choices dominate.
Castlevania: Aria of Sorrow leans Optimization (Pure Optimization); Prey (2017) 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
Prey (2017)
Wrench and Gloo timing modest.
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
Prey (2017)
Typhon AI scripted, not adaptive.
Castlevania: Aria of Sorrow leans a little harder on variance, though the gap is small.
Castlevania: Aria of Sorrow
Soul drops are heavily random
Prey (2017)
Mimics and resource spawns randomized.
Prey (2017) leans a little harder on optimization, though the gap is small.
Castlevania: Aria of Sorrow
Soul build crafting dominates
Prey (2017)
Neuromods, builds, station routing deeply solvable.
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.