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.

Optimization · Systems & Chaos
Racing the day cycle to stack items faster than the seed punishes you.
Darkwood leans Variance (Systems & Chaos); Muck 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
Muck
Kiting bosses and dodging demands basic action skill
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
Muck
Enemies swarm on simple scripts
Darkwood leans a little harder on variance, though the gap is small.
Darkwood
procedural map and unknown night events
Muck
Seeds, chest rolls and item drops shape every run
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
Muck
Power-stacking economy and day-loop routing decide survival
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.