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
A tower-defense action RPG hybrid about defending magical portals from enemy waves.

Optimization · Pure Optimization
A subversive JRPG where understanding rolling HP mechanics and PSI optimization defeats its quirky scripted encounters.
Deathtrap leans Optimization (Pure Optimization); EarthBound leans Optimization (Pure Optimization).
Deathtrap leans a little harder on execution, though the gap is small.
Deathtrap
Some real-time aiming in tower placement and hero control.
EarthBound
Rolling HP meter has very mild timing implication
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deathtrap
Enemy waves are scripted or randomized, not adaptive.
EarthBound
All enemies scripted with fixed attack patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Deathtrap
Wave composition and loot rolls add unpredictability.
EarthBound
PSI randomness, enemy attack variety, and encounter triggers add unpredictability
Deathtrap leans a little harder on optimization, though the gap is small.
Deathtrap
Tower and build optimization is the deeply solvable core.
EarthBound
Status effects, rolling HP strategy, and Franklin Badge usage are 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.