head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

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

Variance · Systems & Chaos
A river-rafting survival roguelite where smart crafting beats a randomized flood.
Don't Starve leans Variance (Systems & Chaos); The Flame in the Flood 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
The Flame in the Flood
Rafting demands light steering, encounters avoidable
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
The Flame in the Flood
Wolves and boars run simple fixed behaviour
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
World generation, season timing, and loot rolls are highly random
The Flame in the Flood
Procedural river and loot rolls shape every run
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
The Flame in the Flood
Crafting priorities and inventory triage decide 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.