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
A river-rafting survival roguelite where smart crafting beats a randomized flood.
Devour leans Variance (Systems & Chaos); The Flame in the Flood 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
The Flame in the Flood
Rafting demands light steering, encounters avoidable
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
The Flame in the Flood
Wolves and boars run simple fixed behaviour
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
The Flame in the Flood
Procedural river and loot rolls shape every run
The Flame in the Flood leans a little harder on optimization, though the gap is small.
Devour
Spawn pools, UV stuns, and routes converge with experience
The Flame in the Flood
Crafting priorities and inventory triage 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.