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
Top-down survival horror where surviving the night is about preparation, not aim.

Optimization · Systems & Chaos
A co-op party puzzle where one player defuses a bomb others describe from a manual.
Darkwood leans Variance (Systems & Chaos); Keep Talking and Nobody Explodes leans Optimization (Systems & Chaos).
Darkwood leans a little harder on execution, though the gap is small.
Darkwood
night-defense reflexes under limited vision
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.
Darkwood
creatures are scripted or random, not adaptive
Keep Talking and Nobody Explodes
The bomb never adapts to you
Darkwood leans a little harder on variance, though the gap is small.
Darkwood
procedural map and unknown night events
Keep Talking and Nobody Explodes
Random module combinations every bomb
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Darkwood
barricade economy and routing are learnable
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.