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.

Variance · Systems & Chaos
Surviving randomised wilderness seasons by reading the world's systems and planning resources ahead.

Variance · Systems & Chaos
Calm tile-laying puzzle balancing draws against placement.
Don't Starve leans Variance (Systems & Chaos); Dorfromantik leans Variance (Systems & Chaos).
Don't Starve leans a little harder on execution, though the gap is small.
Don't Starve
Kiting combat is simple but timing matters marginally
Dorfromantik
no twitch
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
Enemies follow fixed aggression rules, not player adaptation
Dorfromantik
no adversary
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
World generation, season timing, and loot rolls are highly random
Dorfromantik
hand of tiles drawn
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
Dorfromantik
placement to maximize quest tiles
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.