head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Systems & Chaos
A dual-deck deckbuilder roguelite where optimising separate negotiation and combat decks tests system mastery.

Optimization · Pure Optimization
A breezy dungeon-crawling loot game about builds and ever-better randomized gear.
Griftlands leans Optimization (Systems & Chaos); Torchlight leans Optimization (Pure Optimization).
Torchlight leans a little harder on execution, though the gap is small.
Griftlands
Turn-based negotiations and combat; no execution component
Torchlight
Click-to-kill combat with minimal mechanical demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Griftlands
All enemies use scripted behaviour patterns in negotiations and combat
Torchlight
Solo dungeon crawl, no adaptive opposition
Griftlands leans a little harder on variance, though the gap is small.
Griftlands
Card acquisition and boss reward pools create run divergence
Torchlight
Randomized loot and dungeon layouts gate power
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Griftlands
Dual-deck optimisation across negotiation and combat is uniquely deep
Torchlight
Build paths and gear stats are the real 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.