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.

Variance · Systems & Chaos
Rationing decisions under heavy event RNG that veterans eventually map into a script.

Variance · Systems & Chaos
Surviving randomised wilderness seasons by reading the world's systems and planning resources ahead.
60 Seconds! Reatomized leans Variance (Systems & Chaos); Don't Starve leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
60 Seconds! Reatomized
The 60-second scavenge dash is the only motor test
Don't Starve
Kiting combat is simple but timing matters marginally
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
60 Seconds! Reatomized
Event outcomes are dice, not an adapting mind
Don't Starve
Enemies follow fixed aggression rules, not player adaptation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
60 Seconds! Reatomized
Random events and house layouts dominate each run's fate
Don't Starve
World generation, season timing, and loot rolls are highly random
Don't Starve leans a little harder on optimization, though the gap is small.
60 Seconds! Reatomized
Rationing rules and event answers converge to known best plays
Don't Starve
Seasonal resource planning and character synergies are deeply 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.