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 · Systems & Chaos
Navigating unseen spaces by sound while rationing the noise that summons danger.
Layers of Fear (2016) leans Variance (Systems & Chaos); Perception leans Variance (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
Perception
Echolocation taps and walking ask little of the hands
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
Perception
The Presence triggers on scripted noise thresholds
Layers of Fear (2016) leans a little harder on variance, though the gap is small.
Layers of Fear (2016)
Room geometry shifts semi-randomly, disorienting the player
Perception
Blind navigation makes layouts hidden information at first
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Layers of Fear (2016)
Limited learnable structure; the maze logic resists full mapping
Perception
Managing noise and learning routes converges quickly
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.