head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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
Navigating randomised stalker pressure that converges to route knowledge once the rules are learned.
60 Seconds! leans Variance (Systems & Chaos); Slender: The Arrival 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
Slender: The Arrival
Walking and looking away require no 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
Slender: The Arrival
Slender Man is randomised stalking logic, not a mind
60 Seconds! leans a little harder on variance, though the gap is small.
60 Seconds!
Random events decide who lives in the bunker
Slender: The Arrival
Spawn timing and page locations shuffle every attempt
60 Seconds! leans a little harder on optimization, though the gap is small.
60 Seconds!
Supply priorities and event answers are learnable
Slender: The Arrival
Route knowledge and collection order converge once rules are mapped
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.