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
Exploiting the press-turn system through demon fusion and weakness math.

Optimization · Pure Optimization
Turn-based tactical positioning and party builds against dice-roll combat.
Shin Megami Tensei: Nocturne 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.
Shin Megami Tensei: Nocturne
Turn-based menus carry zero dexterity demands
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.
Shin Megami Tensei: Nocturne
Brutal bosses still run fixed scripts
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.
Shin Megami Tensei: Nocturne
Unknown boss gimmicks and fusion luck sting first attempts
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.
Shin Megami Tensei: Nocturne
Press-turn exploitation and fusion planning decide everything
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.
full breakdown
Shin Megami Tensei: Nocturne →
full breakdown
The Dungeon of Naheulbeuk: The Amulet of Chaos →