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.

Variance · Systems & Chaos
Map-and-compass navigation through hidden dangers on a hostile mountain.

Variance · Systems & Chaos
A walking-horror experience where shifting level geometry creates variance that undermines optimisation.
Kholat leans Variance (Systems & Chaos); Layers of Fear (2016) leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Kholat
Walking the mountain takes no dexterity
Layers of Fear (2016)
Walking and interacting; no combat or twitch demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Kholat
The presence stalks on randomised triggers, not a mind
Layers of Fear (2016)
No opponents at all; entirely environmental
Layers of Fear (2016) leans a little harder on variance, though the gap is small.
Kholat
Navigating by map coordinates with hidden danger zones
Layers of Fear (2016)
Room geometry shifts semi-randomly, disorienting the player
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Kholat
Landmark navigation and route memory converge with repetition
Layers of Fear (2016)
Limited learnable structure; the maze logic resists full mapping
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.