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
Wave-survival shooter where a potato juggles weapons against alien hordes.

Optimization · Systems & Chaos
A strategic FPS roguelite where planning efficient resource chains across random ships is the real test.
Brotato leans Optimization (Systems & Chaos); Void Bastards 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.
Brotato
Auto-aim shooting with movement dodging only.
Void Bastards
Light FPS combat with some aiming but heavy strategic emphasis
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Brotato
Scripted enemy waves.
Void Bastards
Alien enemies follow scripted patrol and attack patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Brotato
Item and weapon rolls dominate runs.
Void Bastards
Ship layouts and enemy compositions randomise resource availability each run
Brotato leans a little harder on optimization, though the gap is small.
Brotato
Build crafting between waves is the core loop.
Void Bastards
Resource chain planning and technology tree progression are the defining axes
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.