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.

Optimization · Systems & Chaos
Interactive horror drama where dialogue choices and QTEs decide who survives the night.
Don't Knock Twice leans Variance (Systems & Chaos); The Quarry leans Optimization (Systems & Chaos).
The Quarry leans a little harder on execution, though the gap is small.
Don't Knock Twice
Walking and grabbing objects - no dexterity test
The Quarry
QTE prompts are the only dexterity test
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
The Quarry
No adaptive opposition, only branching scripts
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
The Quarry
Hidden branch logic surprises until paths are mapped
The Quarry leans a little harder on optimization, though the gap is small.
Don't Knock Twice
Puzzle solutions and routes are fixed once learned
The Quarry
Choice outcomes converge to known survival routes
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.