head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, 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 survivors-like testing build synergy stacking against randomised upgrade offers.
Darkwood leans Variance (Systems & Chaos); Megabonk leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Darkwood
night-defense reflexes under limited vision
Megabonk
Dodging dense hordes takes positioning but not twitch aim
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
Megabonk
Hordes mindlessly converge on you
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Darkwood
procedural map and unknown night events
Megabonk
Item and upgrade rolls shape every run's build
Megabonk leans a little harder on optimization, though the gap is small.
Darkwood
barricade economy and routing are learnable
Megabonk
Stacking synergistic upgrades into broken builds is the loop
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.