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

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

Optimization · Light / Casual
A short narrative drive testing curiosity about branching endings, not driving skill.
Detroit: Become Human leans Optimization (Light / Casual); Wheels of Aurelia leans Optimization (Light / Casual).
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
Wheels of Aurelia
Steering is loose and outcomes barely depend on it
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
Wheels of Aurelia
Dialogue characters are authored, not adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Branch consequences are hidden information until explored
Wheels of Aurelia
Sixteen endings are hidden until routes are replayed
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Flowchart completion is a light solvable puzzle
Wheels of Aurelia
Mapping which choices and routes trigger endings is light puzzle work
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.