head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Systems & Chaos
A roguelike tower-defense hybrid about escorting a crystal through a randomised dungeon.

Optimization · Systems & Chaos
Planning movement and resource routes across randomised wilderness weather against condition decay.
Dungeon of the Endless leans Optimization (Systems & Chaos); The Long Dark leans Optimization (Systems & Chaos).
The Long Dark leans a little harder on execution, though the gap is small.
Dungeon of the Endless
Pause-friendly control, no twitch demands
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.
Dungeon of the Endless
Monster waves spawn by fixed door-opening rules
The Long Dark
Wildlife behaves via scripted threat logic, not player modelling
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dungeon of the Endless
Unknown rooms and random hero or item finds
The Long Dark
Blizzard timing, condition decay, and loot spawns are heavily random
Dungeon of the Endless leans a little harder on optimization, though the gap is small.
Dungeon of the Endless
Dust economy and turret placement are the real game
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.