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.

Variance · Systems & Chaos
Anarchic immersive-sim roguelike where every NPC has a job and you can break it.
Darkwood leans Variance (Systems & Chaos); Streets of Rogue leans Variance (Systems & Chaos).
Darkwood leans a little harder on execution, though the gap is small.
Darkwood
night-defense reflexes under limited vision
Streets of Rogue
Inputs forgiving; emergent systems matter more than aim.
Streets of Rogue leans a little harder on reads, though the gap is small.
Darkwood
creatures are scripted or random, not adaptive
Streets of Rogue
NPCs follow scripted routines, not adaptive minds.
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
Streets of Rogue
Procedural city and class rolls dominate runs.
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
Streets of Rogue
Class synergies and chaos routing reward planning.
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.