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 short first-person horror game testing nerve against scripted home invasion scares.

Variance · Systems & Chaos
Map-and-compass navigation through hidden dangers on a hostile mountain.
Evil leans Variance (Systems & Chaos); Kholat leans Variance (Systems & Chaos).
Evil leans a little harder on execution, though the gap is small.
Evil
Walking and looking; minimal physical demand
Kholat
Walking the mountain takes no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Evil
Scare events are scripted, not an adaptive mind
Kholat
The presence stalks on randomised triggers, not a mind
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Evil
Hidden scares and events drive the unknown tension
Kholat
Navigating by map coordinates with hidden danger zones
Kholat leans a little harder on optimization, though the gap is small.
Evil
Figuring out what to do next is the small loop
Kholat
Landmark navigation and route memory converge with repetition
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.