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 short horror walk that tests little beyond finding fixed clues under scripted scares.

Variance · Systems & Chaos
A walking-horror experience where shifting level geometry creates variance that undermines optimisation.
Don't Knock Twice leans Variance (Systems & Chaos); Layers of Fear (2016) 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.
Don't Knock Twice
Walking and grabbing objects - no dexterity test
Layers of Fear (2016)
Walking and interacting; no combat or twitch 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
Layers of Fear (2016)
No opponents at all; entirely environmental
Layers of Fear (2016) leans a little harder on variance, though the gap is small.
Don't Knock Twice
Scares and clue placement are unknown until experienced
Layers of Fear (2016)
Room geometry shifts semi-randomly, disorienting the player
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Knock Twice
Puzzle solutions and routes are fixed once learned
Layers of Fear (2016)
Limited learnable structure; the maze logic resists full mapping
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.