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
Managing clone resources and mapping patrol circuits to chain ghost kills through vertical levels.

Optimization · Pure Optimization
A scripted RPG where pattern-learning and pacifist routing carry you.
Styx: Shards of Darkness leans Optimization (Pure Optimization); Undertale 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.
Styx: Shards of Darkness
Climbing and kill-window timing are modest but present demands
Undertale
Bullet-hell dodging in scripted patterns
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Styx: Shards of Darkness
Dark Elves and Dwarves use scripted patrol trees throughout
Undertale
NPCs follow fixed dialogue trees, not adaptive
Styx: Shards of Darkness leans a little harder on variance, though the gap is small.
Styx: Shards of Darkness
Level geometry is consistent; knowledge transfers cleanly between attempts
Undertale
Minimal randomness in encounters
Styx: Shards of Darkness leans a little harder on optimization, though the gap is small.
Styx: Shards of Darkness
Clone economy, rope optimisation, and route planning are the lead skill
Undertale
Learning fixed boss patterns and mercy routes wins
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.