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

Optimization · Systems & Chaos
A primitive dungeon crawl testing stat management against random rolls.

Optimization · Systems & Chaos
A cosy-eldritch fishing game about hauling secrets from dark water.
Akalabeth: World of Doom leans Optimization (Systems & Chaos); DREDGE leans Optimization (Systems & Chaos).
DREDGE leans a little harder on execution, though the gap is small.
Akalabeth: World of Doom
Turn-based keypresses carry no physical demand
DREDGE
Fishing minigames and night dodging, light demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Akalabeth: World of Doom
Monsters follow primitive fixed behaviour
DREDGE
Horrors follow fixed rules
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Akalabeth: World of Doom
Dungeon generation and stat rolls inject early-CRPG randomness
DREDGE
Fish spawns and fog-of-dread unknowns until mapped
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Akalabeth: World of Doom
Stat management and grinding efficiency decide survival
DREDGE
Cargo tetris, routes, and upgrades 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.