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 · Pure Optimization
An original RPG system where engagement optimization and passive-stacking theory dominate hard-mode encounters.

Optimization · Pure Optimization
Item-shop management sim where you set prices to pay off a fairy's loan.
Pillars of Eternity leans Optimization (Pure Optimization); Recettear: An Item Shop's Tale leans Optimization (Pure Optimization).
Recettear: An Item Shop's Tale leans a little harder on execution, though the gap is small.
Pillars of Eternity
Real-time-with-pause removes all twitch pressure from the player
Recettear: An Item Shop's Tale
Light action combat in optional dungeon crawls.
Pillars of Eternity leans a little harder on reads, though the gap is small.
Pillars of Eternity
All AI opponents use fixed scripted behaviour trees
Recettear: An Item Shop's Tale
Customer haggling follows mappable scripted tolerances.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Pillars of Eternity
Hidden enemy immunities and ability distributions require investigation
Recettear: An Item Shop's Tale
Market price swings and dungeon loot rolls.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Pillars of Eternity
Per-encounter ability management and passive stacking define trial-of-iron mastery
Recettear: An Item Shop's Tale
Pricing margins, stock, and debt schedule are nearly 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.