head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Pure Optimization
Tests creative tool-combination puzzle solving across a metroidvania sandbox.

Optimization · Practiced Mastery
The original tomb-crawling platformer, a spatial puzzle solved with careful jumps.
Supraland: Six Inches Under leans Optimization (Pure Optimization); Tomb Raider leans Optimization (Practiced Mastery).
Tomb Raider leans a little harder on execution, though the gap is small.
Supraland: Six Inches Under
First-person platforming and light combat need modest precision
Tomb Raider
Grid-based jumps need deliberate, precise positioning
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Supraland: Six Inches Under
Solo world with no adaptive adversary
Tomb Raider
Wildlife and guardians follow fixed scripts
Tomb Raider leans a little harder on variance, though the gap is small.
Supraland: Six Inches Under
Secrets are scripted-but-unknown until discovered
Tomb Raider
First-run trap and secret locations are unknown
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Supraland: Six Inches Under
Chaining ability tools into puzzle solutions is the core test
Tomb Raider
Levels are spatial puzzles with solvable routes
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.