There are also several similarities: Custom allocators as part of the ecosystem and language, no RAII, easy ways to propagate and handle errors the right way, tagged unions with table stakes like exhaustiveness checking.
I think Odin and Zig have some fundamental differences (and plenty of similarities) and when trying Odin out I was surprised to find that I preferred the Odin way overall.
For gamedev stuff Odin wins due to a few things; swizzling on a code level is super nice, array programming built-in to the language, vendor libraries shipped with the language that allow you to just get going almost no matter what you're doing, and so on.
For what it's worth I haven't found any language constructs that seem to make the compile time grow considerably, so I think the risk of adding a library and suddenly being faced with massive compile times is fairly low in comparison to some languages. With that said, I'm only using the core lib and vendor libraries.
JangaFX by way of GingerBill reports that their 200kloc EmberGen[0] project takes 5 seconds to compile:
> On my old machine, it took 5 seconds, and now it takes 2.2 seconds on my new machine.
Before some paths in the compiler had multithreading added to them that number was 15 seconds for the same project. As far as I know both of these numbers are for unoptimized builds, i.e. development builds.
I also found the game dev libraries in Odin far easier to use then the ones in zig.