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
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
Turn-based resource management through randomly generated dungeon layouts.
Devour leans Variance (Systems & Chaos); Pokémon Mystery Dungeon: Red Rescue Team leans Variance (Systems & Chaos).
Devour leans a little harder on execution, though the gap is small.
Devour
Running and item carrying require minimal dexterity
Pokémon Mystery Dungeon: Red Rescue Team
Turn-based grid movement - no twitch demands
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
Pokémon Mystery Dungeon: Red Rescue Team
Wild Pokémon follow simple deterministic AI
Devour leans a little harder on variance, though the gap is small.
Devour
Randomised item spawns and boss aggression drive each run
Pokémon Mystery Dungeon: Red Rescue Team
Random dungeon layouts, items and encounters each run
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Devour
Spawn pools, UV stuns, and routes converge with experience
Pokémon Mystery Dungeon: Red Rescue Team
Team building, item management and type matchups carry runs
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.