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
Managing dice-roll risk across randomly generated maps with careful party planning.

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.
For the King leans Variance (Systems & Chaos); Pacify leans Variance (Systems & Chaos).
Pacify leans a little harder on execution, though the gap is small.
For the King
Turn-based slot rolls need no dexterity
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.
For the King
Enemies follow simple deterministic combat AI
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.
For the King
Dice-roll combat and random maps dominate single runs
Pacify
Randomised key and doll locations make every run uncertain
For the King leans a little harder on optimization, though the gap is small.
For the King
Focus economy, routing and loadout play beat the odds
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.