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 minimalist real-time tactics roguelite about defending tiny procedural islands.

Optimization · Systems & Chaos
Baiting a rule-driven hero with tiles while playing the odds of card draws.
Bad North leans Optimization (Systems & Chaos); Guild of Dungeoneering leans Optimization (Systems & Chaos).
Bad North leans a little harder on execution, though the gap is small.
Bad North
Real-time orders need only light micro.
Guild of Dungeoneering
Laying tiles and playing cards - zero twitch
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Bad North
Viking waves random, not adaptive.
Guild of Dungeoneering
Hero AI follows fixed lure rules, never adapts
Guild of Dungeoneering leans a little harder on variance, though the gap is small.
Bad North
Procedural islands and enemy compositions.
Guild of Dungeoneering
Card draws and loot rolls swing every delve
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Bad North
Unit positioning and upgrade choices solvable.
Guild of Dungeoneering
Deck knowledge and dungeon-tile baiting are the solvable core
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.