head to head
Neither is simply harder - they are hard in different places. Divekick demands more reads; Witch It demands more variance.

Reads · Pure Mind Games
A two-button parody fighter that strips fighting games down to pure one-hit-kill spacing reads.

Reads · Pure Mind Games
Hide-and-seek mind games against humans who learn your favourite spots.
Divekick leans Reads (Pure Mind Games); Witch It leans Reads (Pure Mind Games).
Witch It leans a little harder on execution, though the gap is small.
Divekick
Two buttons, one-hit kills; almost no physical ceiling.
Witch It
Movement and prop placement need modest mechanical skill
Divekick leans clearly harder on reads.
Divekick
Pure spacing yomi against an adapting human is the entire game.
Witch It
Outguessing human hiders and seekers IS the game
Witch It leans clearly harder on variance.
Divekick
Fully deterministic.
Witch It
Hiding spots and prop choices are hidden information each round
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Divekick
Character angles and gem choices are quickly mapped.
Witch It
Map knowledge and spot repertoires help but never solve humans
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.