head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, 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 short time-loop horror testing observation and deduction across repeating corridors.
EarthBound leans Optimization (Pure Optimization); We Went Back leans Optimization (Systems & Chaos).
EarthBound leans a little harder on execution, though the gap is small.
EarthBound
Rolling HP meter has very mild timing implication
We Went Back
Walking a looping station needs no dexterity
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
We Went Back
Scares trigger on script, never adapting
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
We Went Back
Loop changes are unknown until observed once
EarthBound leans a little harder on optimization, though the gap is small.
EarthBound
Status effects, rolling HP strategy, and Franklin Badge usage are solvable
We Went Back
Noticing loop differences and deducing the exit is the 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.