head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, 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
A pixel-art horror fairy tale where a boy explores a cursed castle to win a kobold's inheritance.
EarthBound leans Optimization (Pure Optimization); The Count Lucanor 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
The Count Lucanor
Light stealth evasion needs only basic movement
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
The Count Lucanor
Castle monsters patrol fixed routes without adaptation
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
The Count Lucanor
Unknown castle secrets and endings on a blind run
EarthBound leans a little harder on optimization, though the gap is small.
EarthBound
Status effects, rolling HP strategy, and Franklin Badge usage are solvable
The Count Lucanor
Candle placement, puzzles, and ending routes are solvable
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.