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 · Pure Optimization
A deckbuilder where positioning enemies in tight grid spaces to chain card combos is the deeply optimizable core.

Optimization · Systems & Chaos
Spaceship roguelike of crew management and desperate sector hops.
Fights in Tight Spaces leans Optimization (Pure Optimization); FTL: Faster Than Light 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.
Fights in Tight Spaces
Slight timing element in cinematic ability triggers but minimal
FTL: Faster Than Light
Pause-and-play tactics, no input precision.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fights in Tight Spaces
Enemy AI is scripted with readable patterns
FTL: Faster Than Light
Scripted enemy ship AI.
FTL: Faster Than Light leans a little harder on variance, though the gap is small.
Fights in Tight Spaces
Card draw and enemy placement add meaningful randomness
FTL: Faster Than Light
Sector events and shop rolls drive runs.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Fights in Tight Spaces
Positioning combos and card chaining reward deep tactical planning
FTL: Faster Than Light
Power management and ship builds are deeply 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.