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
Stylish JRPG where phantom thieves steal hearts on a tightly optimized school calendar.

Optimization · Pure Optimization
An idle dungeon crawler where you hire bar patrons and script teams to grind dungeons automatically.
Persona 5 leans Optimization (Pure Optimization); Soda Dungeon 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.
Persona 5
Stylish menus, not reflexes
Soda Dungeon
Auto-combat does the fighting for you.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Persona 5
Palace enemies use fixed weaknesses
Soda Dungeon
Dungeon monsters follow fixed behavior tables.
Soda Dungeon leans a little harder on variance, though the gap is small.
Persona 5
Fusion alerts and negotiation rolls
Soda Dungeon
Loot rolls and dungeon events add meaningful luck.
Persona 5 leans a little harder on optimization, though the gap is small.
Persona 5
Confidant calendar routing and baton-pass weakness chains
Soda Dungeon
Team scripts and gear economy decide run depth.
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.