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
A survival puzzle of rationing resources while mapping randomised anomaly rules.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Distrust leans Optimization (Systems & Chaos); X-COM: UFO Defense leans Optimization (Systems & Chaos).
Distrust leans a little harder on execution, though the gap is small.
Distrust
Isometric clicking under time pressure, never twitch demands
X-COM: UFO Defense
Turn-based; only inventory clicking
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Distrust
Anomalies follow random rules, not adaptive minds
X-COM: UFO Defense
Alien AI is scripted, never adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Distrust
Procedural stations, hidden anomaly rules and sanity warps dominate
X-COM: UFO Defense
Hit rolls, random maps, and unseen aliens punish constantly
X-COM: UFO Defense leans a little harder on optimization, though the gap is small.
Distrust
Resource triage and sleep management are solvable systems
X-COM: UFO Defense
Base economy, research order, and tactical doctrine are masterable
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.