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
The harder sequel that swaps doors for a mask and forces a frantic multitasking routine against more animatronics.

Variance · Systems & Chaos
Anarchic immersive-sim roguelike where every NPC has a job and you can break it.
Five Nights at Freddy's 2 leans Variance (Systems & Chaos); Streets of Rogue leans Variance (Systems & Chaos).
Five Nights at Freddy's 2 leans a little harder on execution, though the gap is small.
Five Nights at Freddy's 2
Mask, flashlight, and music box juggling demands fast hands
Streets of Rogue
Inputs forgiving; emergent systems matter more than aim.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Five Nights at Freddy's 2
RNG-driven animatronics, not adaptive opponents
Streets of Rogue
NPCs follow scripted routines, not adaptive minds.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Five Nights at Freddy's 2
More stalkers, more hidden movement rolls
Streets of Rogue
Procedural city and class rolls dominate runs.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Five Nights at Freddy's 2
Optimal check rotations make late nights solvable
Streets of Rogue
Class synergies and chaos routing reward planning.
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.