head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Variance · Systems & Chaos
Top-down survival horror where surviving the night is about preparation, not aim.

Variance · Systems & Chaos
A tile-connection puzzle about routing fuses into chain reactions from random pieces.
Darkwood leans Variance (Systems & Chaos); Rocket Mania Deluxe 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
Rocket Mania Deluxe
Timed mode rewards speed but placement is deliberate
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
Rocket Mania Deluxe
Solo - no opponent to predict
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
Rocket Mania Deluxe
Random fuse pieces drive each board's possibilities
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
Rocket Mania Deluxe
Planning chain-reaction connections maximizes rocket launches
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.