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.
I also found the game dev libraries in Odin far easier to use then the ones in zig.