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 dungeon-crawler RPG testing party building, skill optimization and careful mapping.

Optimization · Pure Optimization
Designing a functional prison where security infrastructure and inmate need management prevent catastrophic failure.
Etrian Odyssey V: Beyond the Myth leans Optimization (Pure Optimization); Prison Architect 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.
Etrian Odyssey V: Beyond the Myth
Turn-based combat needs no twitch
Prison Architect
Layout design is deliberate; no twitch demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Etrian Odyssey V: Beyond the Myth
Enemies scripted, no adaptive opponent
Prison Architect
Prisoner behaviour is scripted around needs and contraband rules
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Etrian Odyssey V: Beyond the Myth
Random encounters and FOE patterns partly unknown
Prison Architect
Riots and smuggling attempts introduce meaningful hidden threats
Etrian Odyssey V: Beyond the Myth leans a little harder on optimization, though the gap is small.
Etrian Odyssey V: Beyond the Myth
Class building, skill trees, and mapping drive everything
Prison Architect
Guard routing, cell ratios, and utility networks are deeply 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.