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

Variance · Systems & Chaos
Short procedural co-op runs where mapping event outcomes outweighs combat skill.
Darkwood leans Variance (Systems & Chaos); Moon Hunters 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.
Darkwood
night-defense reflexes under limited vision
Moon Hunters
Light action combat with simple dodge timing
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
Moon Hunters
No adaptive opponent in co-op myth-building
Darkwood leans a little harder on variance, though the gap is small.
Darkwood
procedural map and unknown night events
Moon Hunters
Procedural maps and event rolls reshape each short run
Darkwood leans a little harder on optimization, though the gap is small.
Darkwood
barricade economy and routing are learnable
Moon Hunters
Personality builds and event outcomes map over replays
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.