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
A subversive JRPG where understanding rolling HP mechanics and PSI optimization defeats its quirky scripted encounters.

Optimization · Pure Optimization
A survival RPG testing resource management and city knowledge against the coming winter.
EarthBound leans Optimization (Pure Optimization); Hobo: Tough Life 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.
EarthBound
Rolling HP meter has very mild timing implication
Hobo: Tough Life
Survival is menus and walking, not reflexes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
EarthBound
All enemies scripted with fixed attack patterns
Hobo: Tough Life
NPCs run static dispositions, not adaptive minds
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
EarthBound
PSI randomness, enemy attack variety, and encounter triggers add unpredictability
Hobo: Tough Life
Weather, NPC moods and scavenging rolls pressure plans
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
EarthBound
Status effects, rolling HP strategy, and Franklin Badge usage are solvable
Hobo: Tough Life
Managing hunger, money and winter prep is the real game
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.