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 · Light / Casual
A live-action FMV thriller steered through touchpad choices and gestures.

Variance · Light / Casual
Tests curiosity about branching consequences rather than any competitive skill.
Erica leans Variance (Light / Casual); Slay the Princess: The Pristine Cut leans Variance (Light / Casual).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Erica
Touch gestures with no skill ceiling
Slay the Princess: The Pristine Cut
Choosing dialogue lines takes no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Erica
No opponent
Slay the Princess: The Pristine Cut
The Princess is scripted branching, not an adapting mind
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Erica
Branch outcomes hidden on first viewing
Slay the Princess: The Pristine Cut
Branch outcomes are hidden until a route is tried
Erica leans a little harder on optimization, though the gap is small.
Erica
Mapping choice branches across replays
Slay the Princess: The Pristine Cut
Mapping the route tree is the only system
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.