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
A card dungeon crawler where the random circular ring layout creates high-variance positioning puzzles to optimize around.

Variance · Systems & Chaos
A gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.
Ring of Pain leans Variance (Systems & Chaos); Sunless Sea 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.
Ring of Pain
Clicking room cards has no manual dexterity requirement
Sunless Sea
Slow boat combat barely tests the hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ring of Pain
Enemies use fixed behaviors; no adaptive play
Sunless Sea
Horrors are scripted or random, never adaptive
Ring of Pain leans a little harder on variance, though the gap is small.
Ring of Pain
Ring layout randomness creates very high run-to-run unpredictability
Sunless Sea
Hidden map, random events and unknown story branches dominate
Ring of Pain leans a little harder on optimization, though the gap is small.
Ring of Pain
Gear and stat synergies reward analytical item evaluation
Sunless Sea
Trade routes and fuel math converge once mapped
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.