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.

Variance · Systems & Chaos
Managing dice-roll risk across randomly generated maps with careful party planning.

Optimization · Systems & Chaos
A card-stacking village-builder roguelite where efficient resource chain optimisation against draw randomness is the test.
For the King leans Variance (Systems & Chaos); Stacklands 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.
For the King
Turn-based slot rolls need no dexterity
Stacklands
Card dragging in real time has minimal precision demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
For the King
Enemies follow simple deterministic combat AI
Stacklands
Enemies and events are scripted; no adaptive adversary
For the King leans a little harder on variance, though the gap is small.
For the King
Dice-roll combat and random maps dominate single runs
Stacklands
Card pack draws control which resource chains become available
Stacklands leans a little harder on optimization, though the gap is small.
For the King
Focus economy, routing and loadout play beat the odds
Stacklands
Resource chain optimisation and stacking sequences form the deep game
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.