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

Optimization · Pure Optimization
The most mechanically varied Danganronpa trial system, wrapping a meta-narrative puzzle about fiction and truth.

Optimization · Pure Optimization
Comedic point-and-click adventure of Guybrush Threepwood, hand-drawn at its peak.
Danganronpa V3: Killing Harmony leans Optimization (Pure Optimization); The Curse of Monkey Island leans Optimization (Pure Optimization).
Danganronpa V3: Killing Harmony leans a little harder on execution, though the gap is small.
Danganronpa V3: Killing Harmony
New Debate Scrum and other trial modes add mild timing
The Curse of Monkey Island
pointing and clicking only
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Danganronpa V3: Killing Harmony
Culprits are predetermined; no adaptive deduction layer
The Curse of Monkey Island
no adaptive opponent
The Curse of Monkey Island leans a little harder on variance, though the gap is small.
Danganronpa V3: Killing Harmony
Truth Bullets and hidden evidence shape trial uncertainty
The Curse of Monkey Island
puzzle solutions unknown on first play, then fixed
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Danganronpa V3: Killing Harmony
Mastering all trial minigames and argument logic is the optimisable path
The Curse of Monkey Island
inventory logic puzzles are fully 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.