head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Systems & Chaos
A daily-run puzzle game where a randomised mansion layout must be navigated using logic and route planning.

Optimization · Systems & Chaos
A roguelike tower-defense hybrid about escorting a crystal through a randomised dungeon.
Blue Prince leans Optimization (Systems & Chaos); Dungeon of the Endless 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.
Blue Prince
Placing rooms and navigating them needs no dexterity
Dungeon of the Endless
Pause-friendly control, no twitch demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Blue Prince
No adaptive opponent; solo mansion puzzle
Dungeon of the Endless
Monster waves spawn by fixed door-opening rules
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Blue Prince
Room deck draws randomise each run's layout and available doors
Dungeon of the Endless
Unknown rooms and random hero or item finds
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Blue Prince
Learning room interactions and optimal routing to reach Room 46 despite variance
Dungeon of the Endless
Dust economy and turret placement are the real game
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.