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 · Pure Optimization
Item-shop management sim where you set prices to pay off a fairy's loan.

Optimization · Pure Optimization
A stealth game demanding meticulous route planning and equipment management to avoid guards who cannot be reliably fought.
Recettear: An Item Shop's Tale leans Optimization (Pure Optimization); Thief: The Dark Project 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.
Recettear: An Item Shop's Tale
Light action combat in optional dungeon crawls.
Thief: The Dark Project
Combat is deliberately weak; sword timing matters only as last resort
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Recettear: An Item Shop's Tale
Customer haggling follows mappable scripted tolerances.
Thief: The Dark Project
Guards use scripted patrol routes with no adaptive player modelling
Recettear: An Item Shop's Tale leans a little harder on variance, though the gap is small.
Recettear: An Item Shop's Tale
Market price swings and dungeon loot rolls.
Thief: The Dark Project
Guard alert states and random patrol timings introduce mission variance
Recettear: An Item Shop's Tale leans a little harder on optimization, though the gap is small.
Recettear: An Item Shop's Tale
Pricing margins, stock, and debt schedule are nearly solvable.
Thief: The Dark Project
Route planning, equipment loadout, and objective prioritisation are deeply 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.