head to head
Neither is simply harder - they are hard in different places. R.E.P.O. demands more optimization; Sonic Shuffle demands more reads.

Variance · Systems & Chaos
Co-op looting under randomised monster threats, testing careful handling and risk management.

Variance · Pure Chaos
A Mario Party-style Sonic board game where hidden movement cards drive the race for Precioustones.
R.E.P.O. leans Variance (Systems & Chaos); Sonic Shuffle leans Variance (Pure Chaos).
R.E.P.O. leans a little harder on execution, though the gap is small.
R.E.P.O.
Physics-based carrying of fragile loot punishes clumsy hands
Sonic Shuffle
Minigames need modest timing and reflexes
Sonic Shuffle leans clearly harder on reads.
R.E.P.O.
Monsters follow randomised scripts, not adaptive minds
Sonic Shuffle
Some bluffing against human opponents in card duels
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
R.E.P.O.
Map layouts, loot and monster spawns are hidden each run
Sonic Shuffle
Hidden movement cards and board events dominate outcomes
R.E.P.O. leans clearly harder on optimization.
R.E.P.O.
Route planning and extraction economy converge with experience
Sonic Shuffle
Basic card management and route planning
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.