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 · Pure Chaos
Laid-back co-op roguelike about funky aliens opening mystery presents on randomized Earth levels.
60 Seconds! leans Variance (Systems & Chaos); ToeJam & Earl leans Variance (Pure 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
ToeJam & Earl
Slow exploration with light dodging of Earthlings
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
ToeJam & Earl
Earthlings wander on scripts, never adapt
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
ToeJam & Earl
Unidentified presents and random levels dominate runs
60 Seconds! leans a little harder on optimization, though the gap is small.
60 Seconds!
Supply priorities and event answers are learnable
ToeJam & Earl
Present knowledge and level routing reward 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.