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

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

Optimization · Systems & Chaos
Trial-and-error survival through scripted horror events that memorisation defuses.
Detroit: Become Human leans Optimization (Light / Casual); Mogeko Castle leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Quick-time events demand only basic reaction timing
Mogeko Castle
Occasional chase sequences need only basic movement
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
Mogeko Castle
Pursuers are scripted horrors, not adaptive minds
Mogeko Castle leans a little harder on variance, though the gap is small.
Detroit: Become Human
Branch consequences are hidden information until explored
Mogeko Castle
Deaths come from unknown-until-triggered scripted events
Mogeko Castle leans a little harder on optimization, though the gap is small.
Detroit: Become Human
Flowchart completion is a light solvable puzzle
Mogeko Castle
Trial-and-error route knowledge solves the castle completely
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.