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.

Optimization · Systems & Chaos
A co-op party puzzle where one player defuses a bomb others describe from a manual.

Optimization · Systems & Chaos
The classic WWII Pacific submarine simulator of stalking Japanese convoys and plotting torpedo attacks.
Keep Talking and Nobody Explodes leans Optimization (Systems & Chaos); Silent Service leans Optimization (Systems & Chaos).
Keep Talking and Nobody Explodes leans a little harder on execution, though the gap is small.
Keep Talking and Nobody Explodes
Defusing under a timer punishes fumbling
Silent Service
Periscope aiming and timing matter, but pace is slow
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Keep Talking and Nobody Explodes
The bomb never adapts to you
Silent Service
Escort AI is scripted; no adaptive opponent
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Keep Talking and Nobody Explodes
Random module combinations every bomb
Silent Service
Convoy composition and detection rolls are hidden randomness
Silent Service leans a little harder on optimization, though the gap is small.
Keep Talking and Nobody Explodes
Mastering the manual turns chaos into procedure
Silent Service
Torpedo solutions and approach plotting are solvable geometry
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.