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 · Light / Casual
A branching story that tests choice exploration more than any skill.

Optimization · Light / Casual
A disturbing point-and-click horror adventure satirizing 1950s Americana.
Detroit: Become Human leans Optimization (Light / Casual); Harvester leans Optimization (Light / Casual).
Detroit: Become Human leans a little harder on execution, though the gap is small.
Detroit: Become Human
Quick-time events demand only basic reaction timing
Harvester
minimal physical skill, adventure exploration
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Branching script, no adaptive adversary
Harvester
no adversarial adaptive opponent
Detroit: Become Human leans a little harder on variance, though the gap is small.
Detroit: Become Human
Branch consequences are hidden information until explored
Harvester
negligible randomness
Detroit: Become Human leans a little harder on optimization, though the gap is small.
Detroit: Become Human
Flowchart completion is a light solvable puzzle
Harvester
linear puzzle-adventure logic
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.