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
Grinding random stone drops into stat loadouts that auto-battles then resolve.

Optimization · Systems & Chaos
A physics sandbox where you place wobbly armies and watch ragdoll battles resolve themselves.
Pokémon Quest 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 Quest
Auto-battling needs only occasional taps
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 Quest
Wild cube Pokémon follow simple scripts
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 Quest
Cooking ingredients and stone drops are random
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 Quest
Power stone loadouts and team stats decide expeditions
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.