head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Optimization · Systems & Chaos
A teenage drama built around rewinding decisions to map which choices actually alter the scripted outcome.

Optimization · Systems & Chaos
A gentle hidden-object hunt through painted insect scenes with light puzzles.
Life is Strange leans Optimization (Systems & Chaos); Morphopolis 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.
Life is Strange
Rewind mechanic removes virtually any failure state
Morphopolis
Clicking painted scenes needs no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Life is Strange
Scripted teen drama; no opponent models the player
Morphopolis
No opponent of any kind
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Life is Strange
Rewind obscures which choices are truly consequential
Morphopolis
Hidden objects are scripted-but-unknown until spotted
Life is Strange leans a little harder on optimization, though the gap is small.
Life is Strange
Understanding consequence chains enables deliberate dialogue path planning
Morphopolis
Simple puzzle chains have single fixed answers
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.