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

Optimization · Pure Optimization
A 2D sandbox of procedurally generated planets driven by crafting progression.
Deathtrap leans Optimization (Pure Optimization); Starbound 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.
Starbound
Light platforming and combat, generous margins
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.
Starbound
Procedural NPCs follow simple fixed behaviours
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Deathtrap
Wave composition and loot rolls add unpredictability.
Starbound
Procedural planets and loot keep early exploration unknown
Deathtrap leans a little harder on optimization, though the gap is small.
Deathtrap
Tower and build optimization is the deeply solvable core.
Starbound
Gear tiers, farming, and progression routes dominate
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.