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 match-three puzzle about planning swaps amid randomized candy drops.

Optimization · Systems & Chaos
A tabletop-flavored RPG about an android surviving on a derelict station.
Candy Crush Jelly Saga leans Variance (Systems & Chaos); Citizen Sleeper leans Optimization (Systems & Chaos).
Candy Crush Jelly Saga leans a little harder on execution, though the gap is small.
Candy Crush Jelly Saga
Tapping and swapping tiles needs no physical skill
Citizen Sleeper
Dice placement, no manual skill.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Candy Crush Jelly Saga
Solo with no opponent to predict
Citizen Sleeper
NPCs follow branching scripts.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Candy Crush Jelly Saga
Random candy drops drive each board's possibilities
Citizen Sleeper
Daily dice rolls drive outcomes.
Citizen Sleeper leans a little harder on optimization, though the gap is small.
Candy Crush Jelly Saga
Planning matches and combos within constraints rewards play
Citizen Sleeper
Action allocation and clock management dominate.
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.