head to head
Pokémon Trading Card Game Pocket asks more than Citizen Sleeper, and the gap is reads.

Optimization · Systems & Chaos
A tabletop-flavored RPG about an android surviving on a derelict station.

Variance · Systems & Chaos
Streamlined card battles where deck construction fights the coin flips.
Citizen Sleeper leans Optimization (Systems & Chaos); Pokémon Trading Card Game Pocket leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Citizen Sleeper
Dice placement, no manual skill.
Pokémon Trading Card Game Pocket
Tapping cards takes no skill
Pokémon Trading Card Game Pocket leans clearly harder on reads.
Citizen Sleeper
NPCs follow branching scripts.
Pokémon Trading Card Game Pocket
Human opponents exist but the simplified format limits bluffing depth
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Citizen Sleeper
Daily dice rolls drive outcomes.
Pokémon Trading Card Game Pocket
Coin flips, draws and pack pulls dominate single games
Citizen Sleeper leans a little harder on optimization, though the gap is small.
Citizen Sleeper
Action allocation and clock management dominate.
Pokémon Trading Card Game Pocket
Deckbuilding around a small card pool is quickly 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.