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

Optimization · Pure Optimization
A 2D sandbox of procedurally generated planets driven by crafting progression.

Optimization · Systems & Chaos
A pixel-art horror fairy tale where a boy explores a cursed castle to win a kobold's inheritance.
Starbound leans Optimization (Pure Optimization); The Count Lucanor leans Optimization (Systems & Chaos).
Starbound leans a little harder on execution, though the gap is small.
Starbound
Light platforming and combat, generous margins
The Count Lucanor
Light stealth evasion needs only basic movement
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Starbound
Procedural NPCs follow simple fixed behaviours
The Count Lucanor
Castle monsters patrol fixed routes without adaptation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Starbound
Procedural planets and loot keep early exploration unknown
The Count Lucanor
Unknown castle secrets and endings on a blind run
Starbound leans a little harder on optimization, though the gap is small.
Starbound
Gear tiers, farming, and progression routes dominate
The Count Lucanor
Candle placement, puzzles, and ending routes are solvable
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.