head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Pure Optimization
Logistics as gameplay - planning routes and cargo loads across hostile terrain.

Optimization · Pure Optimization
A smash-everything open-world survival game that is really a giant routing and upgrade puzzle.
Death Stranding: Director's Cut leans Optimization (Pure Optimization); Dysmantle 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.
Death Stranding: Director's Cut
Balance management over terrain takes constant light input
Dysmantle
Dodge-and-whack combat is simple but timing helps.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding: Director's Cut
BTs and MULEs follow predictable scripted behaviours
Dysmantle
Zombie-like enemies follow fixed mappable patterns.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding: Director's Cut
Timefall and terrain hazards are mappable once seen
Dysmantle
Handcrafted world; little meaningful randomness.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding: Director's Cut
Route planning, load balancing and infrastructure ARE the game
Dysmantle
Routing the map, tech tree and gear upgrades drive everything.
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.