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
A lighter loot ARPG of frontier adventurers with class relics and buildable forts.
EarthBound leans Optimization (Pure Optimization); Torchlight III 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
Torchlight III
Simple skill rotation and dodging
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 III
Monsters are scripted fodder
Torchlight III leans a little harder on variance, though the gap is small.
EarthBound
PSI randomness, enemy attack variety, and encounter triggers add unpredictability
Torchlight III
Loot and map randomness standard for genre
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
Torchlight III
Relic and skill builds, fort crafting bonuses
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.