head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Optimization · Systems & Chaos
Baiting a rule-driven hero with tiles while playing the odds of card draws.

Variance · Systems & Chaos
A gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.
Guild of Dungeoneering leans Optimization (Systems & Chaos); Sunless Sea 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.
Guild of Dungeoneering
Laying tiles and playing cards - zero twitch
Sunless Sea
Slow boat combat barely tests the hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Guild of Dungeoneering
Hero AI follows fixed lure rules, never adapts
Sunless Sea
Horrors are scripted or random, never adaptive
Sunless Sea leans a little harder on variance, though the gap is small.
Guild of Dungeoneering
Card draws and loot rolls swing every delve
Sunless Sea
Hidden map, random events and unknown story branches dominate
Guild of Dungeoneering leans a little harder on optimization, though the gap is small.
Guild of Dungeoneering
Deck knowledge and dungeon-tile baiting are the solvable core
Sunless Sea
Trade routes and fuel math converge once mapped
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.