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 · Pure Optimization
A breezy dungeon-crawling loot game about builds and ever-better randomized gear.
EarthBound leans Optimization (Pure Optimization); Torchlight 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
Torchlight
Click-to-kill combat with minimal mechanical demand
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
Torchlight
Solo dungeon crawl, no adaptive opposition
Torchlight leans a little harder on variance, though the gap is small.
EarthBound
PSI randomness, enemy attack variety, and encounter triggers add unpredictability
Torchlight
Randomized loot and dungeon layouts gate power
Torchlight leans a little harder on optimization, though the gap is small.
EarthBound
Status effects, rolling HP strategy, and Franklin Badge usage are solvable
Torchlight
Build paths and gear stats are 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.