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
Surviving randomised wilderness seasons by reading the world's systems and planning resources ahead.

Variance · Systems & Chaos
Screening nightly visitors against hidden tells, converging toward a deduction checklist.
Don't Starve leans Variance (Systems & Chaos); No, I'm Not A Human leans Variance (Systems & Chaos).
Don't Starve leans a little harder on execution, though the gap is small.
Don't Starve
Kiting combat is simple but timing matters marginally
No, I'm Not A Human
Checking visitors and clicking doors needs no dexterity
No, I'm Not A Human leans a little harder on reads, though the gap is small.
Don't Starve
Enemies follow fixed aggression rules, not player adaptation
No, I'm Not A Human
Visitors run on hidden rules, not an adapting mind
No, I'm Not A Human leans a little harder on variance, though the gap is small.
Don't Starve
World generation, season timing, and loot rolls are highly random
No, I'm Not A Human
Who is human is hidden information you must screen for
Don't Starve leans a little harder on optimization, though the gap is small.
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
No, I'm Not A Human
Tell-checking becomes a learnable checklist across 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.