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 · Practiced Mastery
The original tomb-crawling platformer, a spatial puzzle solved with careful jumps.

Optimization · Practiced Mastery
Sequencing demolition order as a puzzle while dodging fixed patrols.
Tomb Raider leans Optimization (Practiced Mastery); Wrecking Crew 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.
Tomb Raider
Grid-based jumps need deliberate, precise positioning
Wrecking Crew
Dodging foes with no jump demands careful movement
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Tomb Raider
Wildlife and guardians follow fixed scripts
Wrecking Crew
Enemies cycle fixed patrol patterns
Tomb Raider leans a little harder on variance, though the gap is small.
Tomb Raider
First-run trap and secret locations are unknown
Wrecking Crew
Every wall and ladder is visible from the start
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Tomb Raider
Levels are spatial puzzles with solvable routes
Wrecking Crew
Demolition order is a solvable sequencing puzzle per stage
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.