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 comedic roguelike where absurd skill trees and crafting combos carry you past lutefisk and Diggle hordes.
Blue Prince leans Optimization (Systems & Chaos); Dungeons of Dredmor 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
Dungeons of Dredmor
Turn-based; no physical 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
Dungeons of Dredmor
No adaptive opponent
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
Dungeons of Dredmor
Random floors, loot, and crafting drops vary runs
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
Dungeons of Dredmor
Skill-tree synergies and crafting are highly 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.