head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Optimization · Pure Optimization
Tropical island class trials build on the first game's deduction loop with more complex motive structures.

Optimization · Pure Optimization
The most mechanically varied Danganronpa trial system, wrapping a meta-narrative puzzle about fiction and truth.
Danganronpa 2: Goodbye Despair leans Optimization (Pure Optimization); Danganronpa V3: Killing Harmony 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.
Danganronpa 2: Goodbye Despair
Mini-game trial mechanics add light timing demands
Danganronpa V3: Killing Harmony
New Debate Scrum and other trial modes add mild timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Danganronpa 2: Goodbye Despair
Killers are scripted; no opponent models the player
Danganronpa V3: Killing Harmony
Culprits are predetermined; no adaptive deduction layer
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Danganronpa 2: Goodbye Despair
Hidden motive and evidence obscure each culprit
Danganronpa V3: Killing Harmony
Truth Bullets and hidden evidence shape trial uncertainty
Danganronpa V3: Killing Harmony leans a little harder on optimization, though the gap is small.
Danganronpa 2: Goodbye Despair
Linking clues into the decisive argument chain is repeatable and solvable
Danganronpa V3: Killing Harmony
Mastering all trial minigames and argument logic is the optimisable path
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.