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 walking-horror experience where shifting level geometry creates variance that undermines optimisation.

Variance · Pure Chaos
Trial-and-error absurdist gags where guessing the joke is the whole game.
Layers of Fear (2016) leans Variance (Systems & Chaos); McPixel leans Variance (Pure 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
McPixel
One click per gag, no dexterity
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
McPixel
Pure authored absurdity, no adversary
McPixel leans a little harder on variance, though the gap is small.
Layers of Fear (2016)
Room geometry shifts semi-randomly, disorienting the player
McPixel
Gag outcomes are deliberately unguessable until tried
Layers of Fear (2016) leans a little harder on optimization, though the gap is small.
Layers of Fear (2016)
Limited learnable structure; the maze logic resists full mapping
McPixel
Once outcomes are known each scene is trivially solved
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.