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
A co-op horror game where up to four players burn ritual items to stop a possessed cultist while she hunts them.

Variance · Systems & Chaos
Surviving randomised wilderness seasons by reading the world's systems and planning resources ahead.
Devour leans Variance (Systems & Chaos); Don't Starve 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.
Devour
Running and item carrying require minimal dexterity
Don't Starve
Kiting combat is simple but timing matters marginally
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Devour
The possessed boss escalates on rules, never models players
Don't Starve
Enemies follow fixed aggression rules, not player adaptation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Devour
Randomised item spawns and boss aggression drive each run
Don't Starve
World generation, season timing, and loot rolls are highly random
Don't Starve leans a little harder on optimization, though the gap is small.
Devour
Spawn pools, UV stuns, and routes converge with experience
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
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.