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
A grand tactical RPG where deep class and alignment optimization against scripted enemy formations defines mastery.

Optimization · Pure Optimization
A breezy dungeon-crawling loot game about builds and ever-better randomized gear.
Ogre Battle 64 leans Optimization (Pure Optimization); Torchlight 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.
Ogre Battle 64
Real-time unit marching is automatic; player input minimal
Torchlight
Click-to-kill combat with minimal mechanical demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ogre Battle 64
Enemy leaders scripted; no adaptive AI
Torchlight
Solo dungeon crawl, no adaptive opposition
Torchlight leans a little harder on variance, though the gap is small.
Ogre Battle 64
Unit encounter randomness and morale swings add moderate variance
Torchlight
Randomized loot and dungeon layouts gate power
Ogre Battle 64 leans a little harder on optimization, though the gap is small.
Ogre Battle 64
Unit class configuration, formation, and alignment routing are the dominant system
Torchlight
Build paths and gear stats are the real game
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.