head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Light / Casual
A first-person mystery about a fire lookout in a Wyoming forest.

Optimization · Light / Casual
A disturbing point-and-click horror adventure satirizing 1950s Americana.
Firewatch leans Optimization (Light / Casual); Harvester leans Optimization (Light / Casual).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Firewatch
Walking and radio dialogue only.
Harvester
minimal physical skill, adventure exploration
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Firewatch
No adaptive opposition.
Harvester
no adversarial adaptive opponent
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Firewatch
Minor environmental discoveries.
Harvester
negligible randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Firewatch
Few systems to optimize.
Harvester
linear puzzle-adventure logic
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.