head to head
Don't Knock TwicevsEvil
Don't Knock Twice leans Variance (Systems & Chaos); Evil leans Variance (Systems & Chaos).
Don't Knock TwiceEvil
Axis by axis
Execution1 vs 2
Evil leans harder on execution: Walking and looking; minimal physical demand
Reads0 vs 0
Even - both lean on reads about the same.
Variance4 vs 4
Even - both lean on variance about the same.
Optimization4 vs 3
Don't Knock Twice leans harder on optimization: Puzzle solutions and routes are fixed once learned
Two games can score the same on an axis and still test it in very different ways - read each rationale, not just the number.

