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.

Optimization · Systems & Chaos
A comedic roguelike where absurd skill trees and crafting combos carry you past lutefisk and Diggle hordes.

Optimization · Pure Optimization
An auto-battling deckbuilder about building a loop to defeat the Lich.
Dungeons of Dredmor leans Optimization (Systems & Chaos); Loop Hero leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Dungeons of Dredmor
Turn-based; no physical demands
Loop Hero
Autobattler, almost no inputs.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dungeons of Dredmor
No adaptive opponent
Loop Hero
Enemies follow scripts.
Dungeons of Dredmor leans a little harder on variance, though the gap is small.
Dungeons of Dredmor
Random floors, loot, and crafting drops vary runs
Loop Hero
Card draws and loot drops randomize.
Loop Hero leans a little harder on optimization, though the gap is small.
Dungeons of Dredmor
Skill-tree synergies and crafting are highly solvable
Loop Hero
Deck and tile placement reward deep optimization.
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.