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 · Pure Optimization
A tower-defense action RPG hybrid about defending magical portals from enemy waves.

Optimization · Pure Optimization
A zombie survival sim where long-term planning outweighs moment-to-moment skill.
Deathtrap leans Optimization (Pure Optimization); Project Zomboid 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.
Deathtrap
Some real-time aiming in tower placement and hero control.
Project Zomboid
Combat is deliberate; precision matters but is slow.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deathtrap
Enemy waves are scripted or randomized, not adaptive.
Project Zomboid
Zombies follow scripted behaviour; no adaptation.
Project Zomboid leans a little harder on variance, though the gap is small.
Deathtrap
Wave composition and loot rolls add unpredictability.
Project Zomboid
Loot spawns and zombie distributions randomized.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Deathtrap
Tower and build optimization is the deeply solvable core.
Project Zomboid
Skill grinding, base setup, and routing define survival.
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.