head to head
Don't Scream asks more than Evil, and the gap is variance.

Variance · Pure Chaos
A microphone-gimmick horror walk testing vocal composure against randomised scares.

Variance · Systems & Chaos
A short first-person horror game testing nerve against scripted home invasion scares.
Don't Scream leans Variance (Pure Chaos); Evil leans Variance (Systems & Chaos).
Don't Scream leans a little harder on execution, though the gap is small.
Don't Scream
Keeping your voice steady is the only physical 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 Scream
Scares are randomised triggers, not an adaptive mind
Evil
Scare events are scripted, not an adaptive mind
Don't Scream leans clearly harder on variance.
Don't Scream
Dynamic scare placement makes every walk unpredictable
Evil
Hidden scares and events drive the unknown tension
Evil leans a little harder on optimization, though the gap is small.
Don't Scream
Little to solve - composure, not strategy, is tested
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.