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.

Optimization · Systems & Chaos
A tabletop-flavored RPG about an android surviving on a derelict station.

Variance · Systems & Chaos
A 1-bit Junji Ito-styled roguelite where you solve randomized cosmic-horror mysteries.
Citizen Sleeper leans Optimization (Systems & Chaos); World of Horror 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.
Citizen Sleeper
Dice placement, no manual skill.
World of Horror
Turn-based menus; hands are irrelevant
Citizen Sleeper leans a little harder on reads, though the gap is small.
Citizen Sleeper
NPCs follow branching scripts.
World of Horror
Eldritch events are random tables, not adaptive minds
World of Horror leans a little harder on variance, though the gap is small.
Citizen Sleeper
Daily dice rolls drive outcomes.
World of Horror
Random mysteries, events, and curses dominate each run
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Citizen Sleeper
Action allocation and clock management dominate.
World of Horror
Stat economy and event knowledge converge to strong play
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.