head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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
A gothic narrative exploration game about flying a steam locomotive through haunted skies.
Don't Starve leans Variance (Systems & Chaos); Sunless Skies leans Variance (Systems & Chaos).
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
Sunless Skies
Slow locomotive combat asks little of the hands
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
Sunless Skies
Horrors and agents follow scripted storylets
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
Sunless Skies
Hidden ports, story branches and terror events
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
Sunless Skies
Trade routes and fuel economics are plannable
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.