head to head
Devour asks more than Life is Strange, and the gap is variance.

Variance · Systems & Chaos
A co-op horror game where up to four players burn ritual items to stop a possessed cultist while she hunts them.

Optimization · Systems & Chaos
A teenage drama built around rewinding decisions to map which choices actually alter the scripted outcome.
Devour leans Variance (Systems & Chaos); Life is Strange leans Optimization (Systems & Chaos).
Devour leans a little harder on execution, though the gap is small.
Devour
Running and item carrying require minimal dexterity
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.
Devour
The possessed boss escalates on rules, never models players
Life is Strange
Scripted teen drama; no opponent models the player
Devour leans clearly harder on variance.
Devour
Randomised item spawns and boss aggression drive each run
Life is Strange
Rewind obscures which choices are truly consequential
Devour leans a little harder on optimization, though the gap is small.
Devour
Spawn pools, UV stuns, and routes converge with experience
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.