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 · Systems & Chaos
Turn-based dungeon crawling testing resource management against randomised floors.

Optimization · Pure Optimization
A detective adventure about gathering evidence and assembling deduction chains across six cases.
Pokémon Mystery Dungeon: Gates to Infinity leans Optimization (Systems & Chaos); Sherlock Holmes: Crimes & Punishments 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.
Pokémon Mystery Dungeon: Gates to Infinity
Turn-based grid moves involve no dexterity
Sherlock Holmes: Crimes & Punishments
Minor minigames, no real dexterity ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Pokémon Mystery Dungeon: Gates to Infinity
Dungeon Pokémon follow simple rules, never adapt
Sherlock Holmes: Crimes & Punishments
Suspects are scripted, nothing adapts to you
Pokémon Mystery Dungeon: Gates to Infinity leans a little harder on variance, though the gap is small.
Pokémon Mystery Dungeon: Gates to Infinity
Random floor layouts and item spawns vary each delve
Sherlock Holmes: Crimes & Punishments
Clues are hidden but fixed until discovered
Sherlock Holmes: Crimes & Punishments leans a little harder on optimization, though the gap is small.
Pokémon Mystery Dungeon: Gates to Infinity
Team builds and item management converge to known strategies
Sherlock Holmes: Crimes & Punishments
Deduction chains have correct solvable answers
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.
full breakdown
Pokémon Mystery Dungeon: Gates to Infinity →
full breakdown
Sherlock Holmes: Crimes & Punishments →