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 · Practiced Mastery
A loot-heavy open-world action RPG with flashy combo combat and a famously breakable crafting system.

Optimization · Practiced Mastery
A 2D Souls-like with metroidvania exploration.
Kingdoms of Amalur: Reckoning leans Optimization (Practiced Mastery); Salt and Sanctuary leans Optimization (Practiced Mastery).
Salt and Sanctuary leans a little harder on execution, though the gap is small.
Kingdoms of Amalur: Reckoning
Dodge-and-combo combat, forgiving timing
Salt and Sanctuary
Souls-like timing in 2D
Salt and Sanctuary leans a little harder on reads, though the gap is small.
Kingdoms of Amalur: Reckoning
Enemies never adapt to your habits
Salt and Sanctuary
Scripted bosses with telegraphs
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Kingdoms of Amalur: Reckoning
Loot rolls add light randomness
Salt and Sanctuary
Loot drops
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Kingdoms of Amalur: Reckoning
Destiny builds and crafting trivialise difficulty
Salt and Sanctuary
Skill tree builds and gear 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.