head to head
Don't Starve asks more than Keep Talking and Nobody Explodes, and the gap is variance.

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

Optimization · Systems & Chaos
A co-op party puzzle where one player defuses a bomb others describe from a manual.
Don't Starve leans Variance (Systems & Chaos); Keep Talking and Nobody Explodes leans Optimization (Systems & Chaos).
Keep Talking and Nobody Explodes leans a little harder on execution, though the gap is small.
Don't Starve
Kiting combat is simple but timing matters marginally
Keep Talking and Nobody Explodes
Defusing under a timer punishes fumbling
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
Keep Talking and Nobody Explodes
The bomb never adapts to you
Don't Starve leans clearly harder on variance.
Don't Starve
World generation, season timing, and loot rolls are highly random
Keep Talking and Nobody Explodes
Random module combinations every bomb
Don't Starve leans a little harder on optimization, though the gap is small.
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
Keep Talking and Nobody Explodes
Mastering the manual turns chaos into procedure
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.