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

Variance · Systems & Chaos
A co-op horror romp where teams scour a haunted house for keys and dolls while an evil girl flickers between calm and lethal.
Don't Starve leans Variance (Systems & Chaos); Pacify 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.
Don't Starve
Kiting combat is simple but timing matters marginally
Pacify
Sprinting and door play need only basic control
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
Enemies follow fixed aggression rules, not player adaptation
Pacify
The girl switches states by rules, not by reading players
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
World generation, season timing, and loot rolls are highly random
Pacify
Randomised key and doll locations make every run uncertain
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
Pacify
Teams that map mechanics turn chaos into clean speedruns
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.