head to head
Lethal Company asks more than Life is Strange, and the gap is variance.

Variance · Systems & Chaos
A co-op horror about scavenging scrap on hostile moons for a quota.

Optimization · Systems & Chaos
A teenage drama built around rewinding decisions to map which choices actually alter the scripted outcome.
Lethal Company leans Variance (Systems & Chaos); Life is Strange leans Optimization (Systems & Chaos).
Lethal Company leans clearly harder on execution.
Lethal Company
Movement and aim matter under pressure.
Life is Strange
Rewind mechanic removes virtually any failure state
Lethal Company leans clearly harder on reads.
Lethal Company
Other players coordinate, but enemies scripted.
Life is Strange
Scripted teen drama; no opponent models the player
Lethal Company leans clearly harder on variance.
Lethal Company
Moon layouts and monster spawns randomize.
Life is Strange
Rewind obscures which choices are truly consequential
Lethal Company leans a little harder on optimization, though the gap is small.
Lethal Company
Quota routing and loadouts reward planning.
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.