head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Practiced Mastery
A Katamari-style game about routing through levels absorbing objects against a timer.

Optimization · Practiced Mastery
The streamlined modern reboot of classic Lara, light on every axis but optimization.
The Wonderful End of the World leans Optimization (Practiced Mastery); Tomb Raider: Legend leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
The Wonderful End of the World
Movement and timed absorption need modest dexterity
Tomb Raider: Legend
Modernized grapple platforming with forgiving timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
The Wonderful End of the World
No adaptive opponent in this solo collection game
Tomb Raider: Legend
Scripted mercenaries pose no adaptive threat
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
The Wonderful End of the World
Object placement is fixed, nothing random
Tomb Raider: Legend
Linear levels leave little hidden
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
The Wonderful End of the World
Efficient routing to absorb maximum objects in time is key
Tomb Raider: Legend
Puzzle rooms and time trials are cleanly 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.