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 · Systems & Chaos
A physics sandbox where you place wobbly armies and watch ragdoll battles resolve themselves.
Dungeons of Dredmor leans Optimization (Systems & Chaos); Totally Accurate Battle Simulator 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.
Dungeons of Dredmor
Turn-based; no physical demands
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.
Dungeons of Dredmor
No adaptive opponent
Totally Accurate Battle Simulator
No adaptive opponent in campaign sandbox
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
Totally Accurate Battle Simulator
Wobbly physics makes identical setups resolve differently
Dungeons of Dredmor leans a little harder on optimization, though the gap is small.
Dungeons of Dredmor
Skill-tree synergies and crafting are highly 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.