head to head
Don't Starve asks more than Totally Accurate Battle Simulator, and the gap is variance.

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

Optimization · Systems & Chaos
A physics sandbox where you place wobbly armies and watch ragdoll battles resolve themselves.
Don't Starve leans Variance (Systems & Chaos); Totally Accurate Battle Simulator leans Optimization (Systems & Chaos).
Don't Starve leans a little harder on execution, though the gap is small.
Don't Starve
Kiting combat is simple but timing matters marginally
Totally Accurate Battle Simulator
Place units then watch; no hands required
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
Totally Accurate Battle Simulator
No adaptive opponent in campaign sandbox
Don't Starve leans clearly harder on variance.
Don't Starve
World generation, season timing, and loot rolls are highly random
Totally Accurate Battle Simulator
Wobbly physics makes identical setups resolve differently
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
Totally Accurate Battle Simulator
Unit counters and placement solve each scenario
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.