head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Pure Optimization
Scheduling training, decay and skill counters in a solvable management loop.

Optimization · Pure Optimization
Turn-based tactical positioning and party builds against dice-roll combat.
Punch Club leans Optimization (Pure Optimization); The Dungeon of Naheulbeuk: The Amulet of Chaos 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.
Punch Club
Fights resolve automatically; you never throw a punch
The Dungeon of Naheulbeuk: The Amulet of Chaos
Turn-based commands need no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Punch Club
Opponents are stat blocks with fixed styles, not minds
The Dungeon of Naheulbeuk: The Amulet of Chaos
Enemy AI follows predictable tactical scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Punch Club
Fight dice rolls and event pop-ups add noise
The Dungeon of Naheulbeuk: The Amulet of Chaos
Hit rolls and crits inject dice luck into plans
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Punch Club
Stat decay scheduling and skill-tree counters are the entire game
The Dungeon of Naheulbeuk: The Amulet of Chaos
Positioning, builds and turn-order play decide fights
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.