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
PS1 virtual-pet RPG where you raise, train, and evolve a Digimon whose growth follows hidden rules.

Optimization · Systems & Chaos
Spaceship roguelike of crew management and desperate sector hops.
Digimon World leans Optimization (Systems & Chaos); FTL: Faster Than Light 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.
Digimon World
Light real-time battle nudging and timing
FTL: Faster Than Light
Pause-and-play tactics, no input precision.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Digimon World
No adaptive opponent anywhere
FTL: Faster Than Light
Scripted enemy ship AI.
FTL: Faster Than Light leans a little harder on variance, though the gap is small.
Digimon World
Hidden evolution requirements and care mistakes dominate early play
FTL: Faster Than Light
Sector events and shop rolls drive runs.
FTL: Faster Than Light leans a little harder on optimization, though the gap is small.
Digimon World
Once requirements are mapped, raising becomes a solvable schedule
FTL: Faster Than Light
Power management and ship builds are deeply 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.