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.

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

Variance · Systems & Chaos
A gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.
60 Seconds! leans Variance (Systems & Chaos); Sunless Sea leans Variance (Systems & Chaos).
60 Seconds! leans a little harder on execution, though the gap is small.
60 Seconds!
Frantic one-minute house scavenge needs quick navigation
Sunless Sea
Slow boat combat barely tests the hands
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
Sunless Sea
Horrors are scripted or random, never adaptive
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
Sunless Sea
Hidden map, random events and unknown story branches dominate
Sunless Sea leans a little harder on optimization, though the gap is small.
60 Seconds!
Supply priorities and event answers are learnable
Sunless Sea
Trade routes and fuel math converge once 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.