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

Optimization · Systems & Chaos
Excavating a procedurally generated underground world and solving its layered boss and crafting progression.

Optimization · Systems & Chaos
An ARPG loot grind about chasing affix rolls to feed a damage-stack build.
Core Keeper leans Optimization (Systems & Chaos); Diablo IV 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.
Core Keeper
Boss fights and melee require learned dodge timing
Diablo IV
Clicking and dodging are light; gear carries you.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Core Keeper
All bosses and enemies are scripted with fixed patterns
Diablo IV
Enemies and bosses are scripted; no adaptive opponent.
Diablo IV leans a little harder on variance, though the gap is small.
Core Keeper
World seed, ore placement, and loot drops are randomised
Diablo IV
Loot rolls, affixes, and uniques drive every session.
Diablo IV leans a little harder on optimization, though the gap is small.
Core Keeper
Mining routes, crafting progression, and boss order are systematic
Diablo IV
Paragon, aspects, and damage buckets are solvable theorycraft.
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.