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

Variance · Systems & Chaos
A dark comedy about grabbing supplies in sixty seconds, then surviving the fallout shelter's random cruelties.

Variance · Systems & Chaos
A co-op horror game where up to four players burn ritual items to stop a possessed cultist while she hunts them.
60 Seconds! leans Variance (Systems & Chaos); Devour leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
60 Seconds!
Frantic one-minute house scavenge needs quick navigation
Devour
Running and item carrying require minimal dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
60 Seconds!
No adaptive opposition
Devour
The possessed boss escalates on rules, never models players
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
60 Seconds!
Random events decide who lives in the bunker
Devour
Randomised item spawns and boss aggression drive each run
Devour leans a little harder on optimization, though the gap is small.
60 Seconds!
Supply priorities and event answers are learnable
Devour
Spawn pools, UV stuns, and routes converge with experience
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.