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

Optimization · Pure Optimization
Handheld SMT where smirk RNG stings but fusion planning and weakness knowledge carry you.
Fights in Tight Spaces leans Optimization (Pure Optimization); Shin Megami Tensei IV leans Optimization (Pure Optimization).
Fights in Tight Spaces leans a little harder on execution, though the gap is small.
Fights in Tight Spaces
Slight timing element in cinematic ability triggers but minimal
Shin Megami Tensei IV
Menu combat with no execution ceiling.
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
Shin Megami Tensei IV
Demon negotiation is random personality scripts.
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
Shin Megami Tensei IV
Smirk procs and negotiation RNG swing fights hard.
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
Shin Megami Tensei IV
Fusion apps, weakness charts, and builds solve 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.