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

Variance · Systems & Chaos
A cooperative horror investigation about identifying a randomised ghost from evidence.
Candy Crush Jelly Saga leans Variance (Systems & Chaos); Phasmophobia 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.
Candy Crush Jelly Saga
Tapping and swapping tiles needs no physical skill
Phasmophobia
Minimal aiming; you just walk and use tools.
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
Phasmophobia
Ghost behaviour is randomised, not adaptive to you.
Phasmophobia leans a little harder on variance, though the gap is small.
Candy Crush Jelly Saga
Random candy drops drive each board's possibilities
Phasmophobia
Ghost type and evidence rolls are hidden each contract.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Candy Crush Jelly Saga
Planning matches and combos within constraints rewards play
Phasmophobia
Evidence trees and equipment loadouts are solvable checklists.
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.