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 card-stacking village-builder roguelite where efficient resource chain optimisation against draw randomness is the test.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Stacklands 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.
Stacklands
Card dragging in real time has minimal precision demands
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.
Stacklands
Enemies and events are scripted; no adaptive adversary
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.
Stacklands
Card pack draws control which resource chains become available
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.
Stacklands
Resource chain optimisation and stacking sequences form the deep game
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.