head to head
Don't Starve asks more than Project Zomboid, 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
A zombie survival sim where long-term planning outweighs moment-to-moment skill.
Don't Starve leans Variance (Systems & Chaos); Project Zomboid leans Optimization (Pure Optimization).
Project Zomboid leans a little harder on execution, though the gap is small.
Don't Starve
Kiting combat is simple but timing matters marginally
Project Zomboid
Combat is deliberate; precision matters but is slow.
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
Project Zomboid
Zombies follow scripted behaviour; no adaptation.
Don't Starve leans clearly harder on variance.
Don't Starve
World generation, season timing, and loot rolls are highly random
Project Zomboid
Loot spawns and zombie distributions randomized.
Project Zomboid leans a little harder on optimization, though the gap is small.
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
Project Zomboid
Skill grinding, base setup, and routing define survival.
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.