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

Optimization · Systems & Chaos
Composing morale-aware armies and spell loadouts to solve scripted hex-grid encounters.

Optimization · Pure Optimization
A breezy dungeon-crawling loot game about builds and ever-better randomized gear.
King's Bounty II leans Optimization (Systems & Chaos); Torchlight leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
King's Bounty II
Turn-based hex grid; no timing inputs
Torchlight
Click-to-kill combat with minimal mechanical demand
King's Bounty II leans a little harder on reads, though the gap is small.
King's Bounty II
Enemy AI is scripted; unit targeting is fixed-priority
Torchlight
Solo dungeon crawl, no adaptive opposition
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
King's Bounty II
Spell proc rates and random loot create variance across encounters
Torchlight
Randomized loot and dungeon layouts gate power
Torchlight leans a little harder on optimization, though the gap is small.
King's Bounty II
Army composition, leadership allocation, and morale management are planned
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.