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

Optimization · Systems & Chaos
A minimalist real-time tactics roguelite about defending tiny procedural islands.

Variance · Systems & Chaos
A gothic narrative exploration game about flying a steam locomotive through haunted skies.
Bad North leans Optimization (Systems & Chaos); Sunless Skies 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.
Bad North
Real-time orders need only light micro.
Sunless Skies
Slow locomotive combat asks little of the hands
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.
Sunless Skies
Horrors and agents follow scripted storylets
Sunless Skies leans a little harder on variance, though the gap is small.
Bad North
Procedural islands and enemy compositions.
Sunless Skies
Hidden ports, story branches and terror events
Bad North leans a little harder on optimization, though the gap is small.
Bad North
Unit positioning and upgrade choices solvable.
Sunless Skies
Trade routes and fuel economics are plannable
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.