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
Isolating targets amid randomised crowds using traps and patience.
Haunting Ground leans Variance (Systems & Chaos); Party Hard 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
Party Hard
Walking and stabbing need timing but little dexterity
Haunting Ground leans a little harder on reads, though the gap is small.
Haunting Ground
Stalkers react but follow mappable logic
Party Hard
Partygoers wander on RNG, not adaptive minds
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
Party Hard
Random traps, events and witness behaviour vary each level
Party Hard leans a little harder on optimization, though the gap is small.
Haunting Ground
Hiding spots, Hewie commands, and puzzle routes converge
Party Hard
Trap usage and isolation tactics converge to known strategies
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.