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

Optimization · Systems & Chaos
Solving a castaway survival loop on procedurally placed Pacific islands against condition decay.
EarthBound leans Optimization (Pure Optimization); Stranded Deep 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.
EarthBound
Rolling HP meter has very mild timing implication
Stranded Deep
Shark combat and crafting need minimal twitch skill
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
Stranded Deep
Marine life follows scripted aggression thresholds only
Stranded Deep leans a little harder on variance, though the gap is small.
EarthBound
PSI randomness, enemy attack variety, and encounter triggers add unpredictability
Stranded Deep
Island layouts, loot containers, and boss shark HP vary per seed
EarthBound leans a little harder on optimization, though the gap is small.
EarthBound
Status effects, rolling HP strategy, and Franklin Badge usage are solvable
Stranded Deep
Water, food, and raft routing are the solvable survival loop
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.