head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

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

Optimization · Systems & Chaos
A physics sandbox where you place wobbly armies and watch ragdoll battles resolve themselves.
Pokémon Mystery Dungeon: Gates to Infinity leans Optimization (Systems & Chaos); Totally Accurate Battle Simulator leans Optimization (Systems & Chaos).
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
Totally Accurate Battle Simulator
Place units then watch; no hands required
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
Totally Accurate Battle Simulator
No adaptive opponent in campaign sandbox
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Pokémon Mystery Dungeon: Gates to Infinity
Random floor layouts and item spawns vary each delve
Totally Accurate Battle Simulator
Wobbly physics makes identical setups resolve differently
Totally Accurate Battle Simulator 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
Totally Accurate Battle Simulator
Unit counters and placement solve each scenario
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
Totally Accurate Battle Simulator →