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

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

Optimization · Pure Optimization
A systems-dense fortress survival game where mastery of deeply randomized simulation rules determines whether your dwarves live or die.
Blue Prince leans Optimization (Systems & Chaos); Dwarf Fortress leans Optimization (Pure Optimization).
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
Dwarf Fortress
Menu-driven with no physical performance ceiling whatsoever
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
Dwarf Fortress
Goblins and megabeasts follow scripted aggression; no player modeling
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
Dwarf Fortress
World generation, artifact rolls, and siege timing carry deep randomness
Dwarf Fortress leans a little harder on optimization, though the gap is small.
Blue Prince
Learning room interactions and optimal routing to reach Room 46 despite variance
Dwarf Fortress
Military, food chains, and fortress layout reward encyclopedic systems mastery
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.