head to head
Layers of Fear (2016) asks more than Life is Strange, and the gap is variance.

Variance · Systems & Chaos
A walking-horror experience where shifting level geometry creates variance that undermines optimisation.

Optimization · Systems & Chaos
A teenage drama built around rewinding decisions to map which choices actually alter the scripted outcome.
Layers of Fear (2016) 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.
Layers of Fear (2016)
Walking and interacting; no combat or twitch demand
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.
Layers of Fear (2016)
No opponents at all; entirely environmental
Life is Strange
Scripted teen drama; no opponent models the player
Layers of Fear (2016) leans clearly harder on variance.
Layers of Fear (2016)
Room geometry shifts semi-randomly, disorienting the player
Life is Strange
Rewind obscures which choices are truly consequential
Life is Strange leans a little harder on optimization, though the gap is small.
Layers of Fear (2016)
Limited learnable structure; the maze logic resists full mapping
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.