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
An upgrade-economy loop where spending order matters more than driving.

Optimization · Pure Optimization
Touch-controlled DS Zelda centered on re-running a timed stealth dungeon ever faster.
Earn to Die 2 leans Optimization (Pure Optimization); The Legend of Zelda: Phantom Hourglass 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.
Earn to Die 2
Throttle and tilt control matter mildly per run
The Legend of Zelda: Phantom Hourglass
Stylus controls are simple and forgiving
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Earn to Die 2
Zombies are static obstacles, not minds
The Legend of Zelda: Phantom Hourglass
Phantoms patrol fixed routes
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Earn to Die 2
Obstacle layouts vary lightly between runs
The Legend of Zelda: Phantom Hourglass
Sea exploration unknowns first run
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Earn to Die 2
Upgrade purchase order is the real progression engine
The Legend of Zelda: Phantom Hourglass
Temple of the Ocean King rewards optimized repeat routing
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.