head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, 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 · Pure Optimization
A cyberpunk tactics game where karma allocation and archetype synergies define run efficiency.
Dinkum leans Optimization (Systems & Chaos); Shadowrun Returns 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.
Dinkum
Hunting and combat have light timing demands
Shadowrun Returns
Turn-based tactical combat; cover positioning deliberate not reactive
Shadowrun Returns leans a little harder on reads, though the gap is small.
Dinkum
Animals and NPCs use scripted, predictable behaviour
Shadowrun Returns
Enemy IC and guards run scripted patrol and aggro routines
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dinkum
Resource deposits and visiting merchant stock introduce moderate RNG
Shadowrun Returns
Hidden enemy positioning and matrix node layouts provide first-run unknowns
Shadowrun Returns leans a little harder on optimization, though the gap is small.
Dinkum
Town development, licence unlocks, and resource routing are solvable
Shadowrun Returns
Karma allocation and archetype synergies have known dominant configurations
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.