head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Variance · Systems & Chaos
A match-three puzzle about planning swaps amid randomized candy drops.

Variance · Systems & Chaos
A gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.
Candy Crush Jelly Saga leans Variance (Systems & Chaos); Sunless Sea 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
Sunless Sea
Slow boat combat barely tests the hands
Candy Crush Jelly Saga leans a little harder on reads, though the gap is small.
Candy Crush Jelly Saga
Solo with no opponent to predict
Sunless Sea
Horrors are scripted or random, never adaptive
Sunless Sea leans a little harder on variance, though the gap is small.
Candy Crush Jelly Saga
Random candy drops drive each board's possibilities
Sunless Sea
Hidden map, random events and unknown story branches dominate
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
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.