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.

Optimization · Systems & Chaos
Baiting a rule-driven hero with tiles while playing the odds of card draws.
Don't Starve leans Variance (Systems & Chaos); Guild of Dungeoneering leans Optimization (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
Guild of Dungeoneering
Laying tiles and playing cards - zero 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
Guild of Dungeoneering
Hero AI follows fixed lure rules, never adapts
Don't Starve leans a little harder on variance, though the gap is small.
Don't Starve
World generation, season timing, and loot rolls are highly random
Guild of Dungeoneering
Card draws and loot rolls swing every delve
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
Guild of Dungeoneering
Deck knowledge and dungeon-tile baiting are the solvable core
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.