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

Optimization · Systems & Chaos
Composing morale-aware armies and spell loadouts to solve scripted hex-grid encounters.

Optimization · Systems & Chaos
A monster-collecting RPG where building an optimal team overshadows any twitch skill.
King's Bounty II leans Optimization (Systems & Chaos); Pokémon: Let's Go, Eevee! leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
King's Bounty II
Turn-based hex grid; no timing inputs
Pokémon: Let's Go, Eevee!
minimal, catch motion controls light
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
King's Bounty II
Enemy AI is scripted; unit targeting is fixed-priority
Pokémon: Let's Go, Eevee!
trainer battles are scripted, minor human PvP
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
King's Bounty II
Spell proc rates and random loot create variance across encounters
Pokémon: Let's Go, Eevee!
catch rates and stats have randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
King's Bounty II
Army composition, leadership allocation, and morale management are planned
Pokémon: Let's Go, Eevee!
team building and type matchups 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.