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 solo poker roguelike about engineering scoring engines from a randomised shop.

Optimization · Systems & Chaos
Constructing and defending a medieval fortress colony through randomised events and deep production chains.
Balatro leans Optimization (Systems & Chaos); Going Medieval leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Balatro
Drag-and-click cards; no mechanical demand at all.
Going Medieval
Pause-enabled management has no twitch component
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Balatro
No opponent; blinds are fixed scripted targets.
Going Medieval
Raider AI follows scripted attack patterns and frequencies
Balatro leans a little harder on variance, though the gap is small.
Balatro
Shop offers and card draws gate every run.
Going Medieval
Settler traits, weather, and plague events carry meaningful randomness
Balatro leans a little harder on optimization, though the gap is small.
Balatro
Joker synergies and scoring math are the core puzzle.
Going Medieval
Fortress design, food supply chains, and research order are richly 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.