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 deckbuilder where positioning enemies in tight grid spaces to chain card combos is the deeply optimizable core.

Optimization · Pure Optimization
Minimalist transit puzzle; route topology under spawning pressure.
Fights in Tight Spaces leans Optimization (Pure Optimization); Mini Metro 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.
Fights in Tight Spaces
Slight timing element in cinematic ability triggers but minimal
Mini Metro
light real-time line-drawing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fights in Tight Spaces
Enemy AI is scripted with readable patterns
Mini Metro
no adversary
Fights in Tight Spaces leans a little harder on variance, though the gap is small.
Fights in Tight Spaces
Card draw and enemy placement add meaningful randomness
Mini Metro
station spawn pattern
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Fights in Tight Spaces
Positioning combos and card chaining reward deep tactical planning
Mini Metro
line topology and routing
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.