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.

Optimization · Systems & Chaos
Planning movement and resource routes across randomised wilderness weather against condition decay.
Don't Starve leans Variance (Systems & Chaos); The Long Dark leans Optimization (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 Long Dark
Rifle aim and wolf struggles need minimal twitch
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 Long Dark
Wildlife behaves via scripted threat logic, not player modelling
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
The Long Dark
Blizzard timing, condition decay, and loot spawns are heavily random
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 Long Dark
Route planning, calorie budgeting, and item condition management are solvable
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.