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

Optimization · Systems & Chaos
Building an Australian outback town by solving its licence-gated crafting progression and visitor systems.

Optimization · Systems & Chaos
A teenage drama built around rewinding decisions to map which choices actually alter the scripted outcome.
Dinkum leans Optimization (Systems & Chaos); Life is Strange leans Optimization (Systems & Chaos).
Dinkum leans a little harder on execution, though the gap is small.
Dinkum
Hunting and combat have light timing demands
Life is Strange
Rewind mechanic removes virtually any failure state
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dinkum
Animals and NPCs use scripted, predictable behaviour
Life is Strange
Scripted teen drama; no opponent models the player
Dinkum leans a little harder on variance, though the gap is small.
Dinkum
Resource deposits and visiting merchant stock introduce moderate RNG
Life is Strange
Rewind obscures which choices are truly consequential
Dinkum leans a little harder on optimization, though the gap is small.
Dinkum
Town development, licence unlocks, and resource routing are solvable
Life is Strange
Understanding consequence chains enables deliberate dialogue path planning
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.