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.

Optimization · Systems & Chaos
A teenage drama built around rewinding decisions to map which choices actually alter the scripted outcome.
Don't Knock Twice leans Variance (Systems & Chaos); Life is Strange leans Optimization (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
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.
Don't Knock Twice
The witch follows scripted triggers, not an adapting mind
Life is Strange
Scripted teen drama; no opponent models the player
Don't Knock Twice leans a little harder on variance, though the gap is small.
Don't Knock Twice
Scares and clue placement are unknown until experienced
Life is Strange
Rewind obscures which choices are truly consequential
Life is Strange leans a little harder on optimization, though the gap is small.
Don't Knock Twice
Puzzle solutions and routes are fixed once learned
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.