head to head
Don't Starve asks more than Kingdom: Classic, and the gap is variance.

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

Optimization · Pure Optimization
Managing a coin economy against escalating scripted raids with deliberately unexplained rules.
Don't Starve leans Variance (Systems & Chaos); Kingdom: Classic 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.
Don't Starve
Kiting combat is simple but timing matters marginally
Kingdom: Classic
Riding left and right and dropping coins demands no twitch skill
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
Kingdom: Classic
Greed waves follow scripted escalation, never adapt to you
Don't Starve leans clearly harder on variance.
Don't Starve
World generation, season timing, and loot rolls are highly random
Kingdom: Classic
Unexplained mechanics and map layout are hidden until mapped
Kingdom: Classic leans a little harder on optimization, though the gap is small.
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
Kingdom: Classic
Coin economy and wall timing 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.