head to head
StarCraft asks more than Grey Goo, and the gap is optimization.

Reads · Grand Arena
Three-faction sci-fi RTS where asymmetric Goo mechanics and unit counter-selection drive competitive outcomes.

Optimization · Grand Arena
A real-time strategy classic where perfected build orders and mechanical speed decide most matches.
Grey Goo leans Reads (Grand Arena); StarCraft leans Optimization (Grand Arena).
StarCraft leans a little harder on execution, though the gap is small.
Grey Goo
Goo expansion rate timing and unit special abilities need precise control
StarCraft
APM and micro control ceiling is huge
Grey Goo leans a little harder on reads, though the gap is small.
Grey Goo
Three-faction asymmetry makes opponent tech choices hard to predict
StarCraft
scouting and predicting human opponent builds
Grey Goo leans a little harder on variance, though the gap is small.
Grey Goo
Map resource spread is fixed; minimal in-game RNG
StarCraft
minimal hidden info beyond fog of war
StarCraft leans clearly harder on optimization.
Grey Goo
Goo creep routing and tech order are well-defined optimization problems
StarCraft
build orders and economy are near-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.