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
Designing and optimizing a theme park's layout, pricing, and guest flow to maximize satisfaction and profit.

Optimization · Pure Optimization
Pure stealth game about reading light and sound to ghost through guarded mansions unseen.
Planet Coaster leans Optimization (Pure Optimization); Thief: Deadly Shadows leans Optimization (Pure Optimization).
Thief: Deadly Shadows leans a little harder on execution, though the gap is small.
Planet Coaster
Precise track and scenery placement rewards manual dexterity
Thief: Deadly Shadows
Quiet movement and timing windows need care, not twitch
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Planet Coaster
No adaptive opponent; guests follow scripted happiness rules
Thief: Deadly Shadows
Guards follow scripted patrols and alert states
Thief: Deadly Shadows leans a little harder on variance, though the gap is small.
Planet Coaster
Guest mood noise is low and quickly mappable
Thief: Deadly Shadows
Unknown layouts hide loot until first playthrough
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Planet Coaster
Queue routing, pricing, and ride placement are the solvable core
Thief: Deadly Shadows
Light, sound, and route mastery makes ghosting 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.