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
A narrative action RPG where build planning matters more than reflex execution.
Castlevania: Aria of Sorrow leans Optimization (Pure Optimization); The Witcher 3: Wild Hunt 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
The Witcher 3: Wild Hunt
Combat timing matters but generous dodges forgive sloppy play.
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
The Witcher 3: Wild Hunt
Enemies use fixed AI behaviours; no adaptation.
Castlevania: Aria of Sorrow leans a little harder on variance, though the gap is small.
Castlevania: Aria of Sorrow
Soul drops are heavily random
The Witcher 3: Wild Hunt
Loot rolls and minor combat variance only.
Castlevania: Aria of Sorrow leans a little harder on optimization, though the gap is small.
Castlevania: Aria of Sorrow
Soul build crafting dominates
The Witcher 3: Wild Hunt
Builds, alchemy, and quest routing reward planning.
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.