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
One of the deepest classic JRPGs, where party optimization and precise recruitment routing unlock its full richness.

Optimization · Pure Optimization
A tower-defense game about building optimal mazes and tower combinations.
Suikoden II leans Optimization (Pure Optimization); Super Sanctum TD 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.
Suikoden II
Menu combat; duel minigame has mild timing
Super Sanctum TD
Placing towers needs no twitch; abilities are light
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Suikoden II
All enemies scripted; no player-modeling AI
Super Sanctum TD
Enemy waves are scripted, not adaptive minds
Suikoden II leans a little harder on variance, though the gap is small.
Suikoden II
Rune drop RNG and recruitment trigger timing add light variance
Super Sanctum TD
Wave composition is predictable once learned
Super Sanctum TD leans a little harder on optimization, though the gap is small.
Suikoden II
Party comp, rune combos, and duel answer memorization are solvable
Super Sanctum TD
Maze design and tower synergy are the entire game
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.