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.

Variance · Systems & Chaos
A short horror walk that tests little beyond finding fixed clues under scripted scares.

Variance · Systems & Chaos
A short first-person horror game testing nerve against scripted home invasion scares.
Don't Knock Twice leans Variance (Systems & Chaos); Evil leans Variance (Systems & Chaos).
Evil leans a little harder on execution, though the gap is small.
Don't Knock Twice
Walking and grabbing objects - no dexterity test
Evil
Walking and looking; minimal physical demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Knock Twice
The witch follows scripted triggers, not an adapting mind
Evil
Scare events are scripted, not an adaptive mind
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Knock Twice
Scares and clue placement are unknown until experienced
Evil
Hidden scares and events drive the unknown tension
Don't Knock Twice leans a little harder on optimization, though the gap is small.
Don't Knock Twice
Puzzle solutions and routes are fixed once learned
Evil
Figuring out what to do next is the small loop
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.