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

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

Optimization · Systems & Chaos
Tactical RPG with procedural narrative and characters who age across campaigns.
Totally Accurate Battle Simulator leans Optimization (Systems & Chaos); Wildermyth leans Optimization (Systems & Chaos).
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
Wildermyth
Turn-based tactics, no input precision.
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
Wildermyth
Scripted enemy AI in tactical encounters.
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
Wildermyth
Story events and gear rolls drive variety.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Totally Accurate Battle Simulator
Unit counters and placement solve each scenario
Wildermyth
Ability synergies and positioning reward planning.
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.