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
A co-op party puzzle where one player defuses a bomb others describe from a manual.

Optimization · Systems & Chaos
Surviving 1000 randomised rooms by mapping each monster's fixed rules.
Keep Talking and Nobody Explodes leans Optimization (Systems & Chaos); Spooky's Jump Scare Mansion 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.
Keep Talking and Nobody Explodes
Defusing under a timer punishes fumbling
Spooky's Jump Scare Mansion
Chase sequences need only basic evasion movement
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
Spooky's Jump Scare Mansion
Specimens follow rules-based behaviour, not adaptive minds
Keep Talking and Nobody Explodes leans a little harder on variance, though the gap is small.
Keep Talking and Nobody Explodes
Random module combinations every bomb
Spooky's Jump Scare Mansion
Random room draws and specimen spawns vary each descent
Keep Talking and Nobody Explodes leans a little harder on optimization, though the gap is small.
Keep Talking and Nobody Explodes
Mastering the manual turns chaos into procedure
Spooky's Jump Scare Mansion
Learning each specimen's rules converges runs into routine
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.