head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Variance · Systems & Chaos
Short procedural co-op runs where mapping event outcomes outweighs combat skill.

Optimization · Systems & Chaos
Racing the day cycle to stack items faster than the seed punishes you.
Moon Hunters leans Variance (Systems & Chaos); Muck 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.
Moon Hunters
Light action combat with simple dodge timing
Muck
Kiting bosses and dodging demands basic action skill
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Moon Hunters
No adaptive opponent in co-op myth-building
Muck
Enemies swarm on simple scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Moon Hunters
Procedural maps and event rolls reshape each short run
Muck
Seeds, chest rolls and item drops shape every run
Muck leans a little harder on optimization, though the gap is small.
Moon Hunters
Personality builds and event outcomes map over replays
Muck
Power-stacking economy and day-loop routing decide survival
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.