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

Optimization · Systems & Chaos
The original village life sim about chores, fossils, and befriending animal neighbors in real time.

Optimization · Systems & Chaos
A teenage drama built around rewinding decisions to map which choices actually alter the scripted outcome.
Animal Crossing leans Optimization (Systems & Chaos); Life is Strange leans Optimization (Systems & Chaos).
Life is Strange leans a little harder on execution, though the gap is small.
Animal Crossing
No dexterity demands
Life is Strange
Rewind mechanic removes virtually any failure state
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing
Villagers are charming scripts
Life is Strange
Scripted teen drama; no opponent models the player
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing
Random visitors, fossils, and villager moves
Life is Strange
Rewind obscures which choices are truly consequential
Life is Strange leans a little harder on optimization, though the gap is small.
Animal Crossing
Debt payoff and collection routing, gently
Life is Strange
Understanding consequence chains enables deliberate dialogue path 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.