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.

Optimization · Pure Optimization
An auto-battling deckbuilder about building a loop to defeat the Lich.

Optimization · Systems & Chaos
A card-stacking village-builder roguelite where efficient resource chain optimisation against draw randomness is the test.
Loop Hero leans Optimization (Pure Optimization); 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.
Loop Hero
Autobattler, almost no inputs.
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.
Loop Hero
Enemies follow scripts.
Stacklands
Enemies and events are scripted; no adaptive adversary
Stacklands leans a little harder on variance, though the gap is small.
Loop Hero
Card draws and loot drops randomize.
Stacklands
Card pack draws control which resource chains become available
Loop Hero leans a little harder on optimization, though the gap is small.
Loop Hero
Deck and tile placement reward deep optimization.
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.