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
Engineering unit pairings and reclass paths to dominate maps whose enemy scripts are fully mappable.

Optimization · Systems & Chaos
Co-op survival roguelite about racing the clock to gear up before giants smash your village.
Fire Emblem: Awakening leans Optimization (Pure Optimization); Tribes of Midgard leans Optimization (Systems & Chaos).
Tribes of Midgard leans a little harder on execution, though the gap is small.
Fire Emblem: Awakening
No twitch elements; pair-up placement is the only spatial decision under time
Tribes of Midgard
Light action combat with dodges and weapon timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fire Emblem: Awakening
Enemies follow simple aggro patterns on fixed maps
Tribes of Midgard
Co-op vs scripted giants and waves, nothing adapts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Fire Emblem: Awakening
Hit and crit rates plus random level-up stats create run variance
Tribes of Midgard
Procedural maps and random events reshape each run
Fire Emblem: Awakening leans a little harder on optimization, though the gap is small.
Fire Emblem: Awakening
Marriage pairings and Second Seal reclass chains are the optimization spine
Tribes of Midgard
Resource routing and base defense priorities decide seasons
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.