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

Variance · Systems & Chaos
PS2 survival horror about evading relentless stalkers with help from a loyal dog.

Optimization · Systems & Chaos
A co-op party puzzle where one player defuses a bomb others describe from a manual.
Haunting Ground leans Variance (Systems & Chaos); Keep Talking and Nobody Explodes leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Haunting Ground
Panic-state control and evasion timing
Keep Talking and Nobody Explodes
Defusing under a timer punishes fumbling
Haunting Ground leans a little harder on reads, though the gap is small.
Haunting Ground
Stalkers react but follow mappable logic
Keep Talking and Nobody Explodes
The bomb never adapts to you
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Haunting Ground
Stalker patrols and panic system feel unpredictable
Keep Talking and Nobody Explodes
Random module combinations every bomb
Keep Talking and Nobody Explodes leans a little harder on optimization, though the gap is small.
Haunting Ground
Hiding spots, Hewie commands, and puzzle routes converge
Keep Talking and Nobody Explodes
Mastering the manual turns chaos into procedure
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.