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

Optimization · Systems & Chaos
A physics sandbox where you place wobbly armies and watch ragdoll battles resolve themselves.

Optimization · Pure Optimization
A match-three village builder where you merge bushes into trees, houses, and castles on a tiny grid.
Totally Accurate Battle Simulator leans Optimization (Systems & Chaos); Triple Town 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.
Totally Accurate Battle Simulator
Place units then watch; no hands required
Triple Town
Placement is unhurried tapping
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Totally Accurate Battle Simulator
No adaptive opponent in campaign sandbox
Triple Town
Bears follow simple fixed logic
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Totally Accurate Battle Simulator
Wobbly physics makes identical setups resolve differently
Triple Town
Random piece draws shape every plan
Triple Town leans a little harder on optimization, though the gap is small.
Totally Accurate Battle Simulator
Unit counters and placement solve each scenario
Triple Town
Board layout and merge chains are 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.