head to head
Teamfight Tactics asks more than Life is Strange, and the gap is variance.

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

Optimization · Systems & Chaos
An autobattler decided by economy curves and shop variance management.
Life is Strange leans Optimization (Systems & Chaos); Teamfight Tactics 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
Teamfight Tactics
No mechanical inputs of note
Teamfight Tactics leans clearly harder on reads.
Life is Strange
Scripted teen drama; no opponent models the player
Teamfight Tactics
Scout opponents but no live adaptation
Teamfight Tactics leans clearly harder on variance.
Life is Strange
Rewind obscures which choices are truly consequential
Teamfight Tactics
Shop rolls and augment offerings swing lobbies
Teamfight Tactics leans clearly harder on optimization.
Life is Strange
Understanding consequence chains enables deliberate dialogue path planning
Teamfight Tactics
Econ curves, positioning, and comps are near-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.