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
Grinding random stone drops into stat loadouts that auto-battles then resolve.
Bad North leans Optimization (Systems & Chaos); Pokémon Quest 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.
Pokémon Quest
Auto-battling needs only occasional taps
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.
Pokémon Quest
Wild cube Pokémon follow simple scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Bad North
Procedural islands and enemy compositions.
Pokémon Quest
Cooking ingredients and stone drops are random
Bad North leans a little harder on optimization, though the gap is small.
Bad North
Unit positioning and upgrade choices solvable.
Pokémon Quest
Power stone loadouts and team stats decide expeditions
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.