head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Optimization · Pure Optimization
An auto-battling deckbuilder about building a loop to defeat the Lich.

Optimization · Pure Optimization
Small-town murder-mystery JRPG balancing friendships by day and TV-world dungeons by night.
Loop Hero leans Optimization (Pure Optimization); Persona 4 leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Loop Hero
Autobattler, almost no inputs.
Persona 4
Menu combat; zero dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Loop Hero
Enemies follow scripts.
Persona 4
Shadow bosses use scripted patterns
Loop Hero leans a little harder on variance, though the gap is small.
Loop Hero
Card draws and loot drops randomize.
Persona 4
Randomized dungeon floors and fusion rolls
Loop Hero leans a little harder on optimization, though the gap is small.
Loop Hero
Deck and tile placement reward deep optimization.
Persona 4
Social link scheduling and weakness-exploit planning
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.