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 · Systems & Chaos
A card-stacking village-builder roguelite where efficient resource chain optimisation against draw randomness is the test.

Optimization · Systems & Chaos
A physics sandbox where you place wobbly armies and watch ragdoll battles resolve themselves.
Stacklands leans Optimization (Systems & Chaos); Totally Accurate Battle Simulator 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.
Stacklands
Card dragging in real time has minimal precision demands
Totally Accurate Battle Simulator
Place units then watch; no hands required
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Stacklands
Enemies and events are scripted; no adaptive adversary
Totally Accurate Battle Simulator
No adaptive opponent in campaign sandbox
Stacklands leans a little harder on variance, though the gap is small.
Stacklands
Card pack draws control which resource chains become available
Totally Accurate Battle Simulator
Wobbly physics makes identical setups resolve differently
Stacklands leans a little harder on optimization, though the gap is small.
Stacklands
Resource chain optimisation and stacking sequences form the deep game
Totally Accurate Battle Simulator
Unit counters and placement solve each scenario
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.