head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

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

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Griftlands leans Optimization (Systems & Chaos); X-COM: UFO Defense 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.
Griftlands
Turn-based negotiations and combat; no execution component
X-COM: UFO Defense
Turn-based; only inventory clicking
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
X-COM: UFO Defense
Alien AI is scripted, never adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Griftlands
Card acquisition and boss reward pools create run divergence
X-COM: UFO Defense
Hit rolls, random maps, and unseen aliens punish constantly
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
X-COM: UFO Defense
Base economy, research order, and tactical doctrine are masterable
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.