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
Polished match-three sequel layering specialty modes onto the gem-swapping formula.

Optimization · Systems & Chaos
A co-op party puzzle where one player defuses a bomb others describe from a manual.
Bejeweled 3 leans Variance (Systems & Chaos); Keep Talking and Nobody Explodes leans Optimization (Systems & Chaos).
Bejeweled 3 leans a little harder on execution, though the gap is small.
Bejeweled 3
Quick swaps matter in Lightning mode
Keep Talking and Nobody Explodes
Defusing under a timer punishes fumbling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Bejeweled 3
No opponent in any mode
Keep Talking and Nobody Explodes
The bomb never adapts to you
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Bejeweled 3
Random drops drive cascades and badge luck
Keep Talking and Nobody Explodes
Random module combinations every bomb
Keep Talking and Nobody Explodes leans a little harder on optimization, though the gap is small.
Bejeweled 3
Special-gem setups and mode-specific strategies
Keep Talking and Nobody Explodes
Mastering the manual turns chaos into procedure
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.