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

Optimization · Pure Optimization
A break-and-boost JRPG carried by job-routing and party-composition planning.

Optimization · Pure Optimization
Etrian-style crossover crawler where party builds and careful map routing carry the labyrinth.
Octopath Traveler leans Optimization (Pure Optimization); Persona Q: Shadow of the Labyrinth 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.
Octopath Traveler
Turn-based, no input demand
Persona Q: Shadow of the Labyrinth
First-person grid crawl; menus only.
Octopath Traveler leans a little harder on reads, though the gap is small.
Octopath Traveler
Scripted enemies
Persona Q: Shadow of the Labyrinth
FOEs follow fixed patrol patterns.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Octopath Traveler
Hit, crit, and break rolls
Persona Q: Shadow of the Labyrinth
Boost procs and drops add minor noise.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Octopath Traveler
Job, break-boost, party routing deeply rewarded
Persona Q: Shadow of the Labyrinth
Sub-persona builds, map drawing, and FOE puzzles are 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.