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
Optimising RPG skill builds and tower placement against scripted enemy waves.

Optimization · Pure Optimization
Pixel-art prison sim about gaming fixed guard routines and crafting your way out.
Defender's Quest: Valley of the Forgotten leans Optimization (Pure Optimization); The Escapists 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.
Defender's Quest: Valley of the Forgotten
Mid-wave placement clicks barely tax the hands
The Escapists
Light timing for fights and routine windows
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Defender's Quest: Valley of the Forgotten
Enemy waves march on fixed paths without adapting
The Escapists
Guards follow fixed schedules, not adaptation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Defender's Quest: Valley of the Forgotten
Wave compositions surprise only on first attempts
The Escapists
Desk loot and inmate favours mildly random
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Defender's Quest: Valley of the Forgotten
Skill trees, gear and placement math are the entire test
The Escapists
Crafting chains and routine exploitation are the escape
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.