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 dystopian survival adventure about blending into a drugged English town gone wrong.
Haunting Ground leans Variance (Systems & Chaos); We Happy Few 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
We Happy Few
Clunky melee and stealth with low ceiling
Haunting Ground leans a little harder on reads, though the gap is small.
Haunting Ground
Stalkers react but follow mappable logic
We Happy Few
Wellies follow scripted suspicion rules
Haunting Ground leans a little harder on variance, though the gap is small.
Haunting Ground
Stalker patrols and panic system feel unpredictable
We Happy Few
Procedural districts and loot vary per run
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Haunting Ground
Hiding spots, Hewie commands, and puzzle routes converge
We Happy Few
Conformity systems, crafting, and routes are solvable
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.