head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

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

Optimization · Systems & Chaos
A time-travel mystery testing deduction of fixed cause-and-effect puzzle chains.
Life is Strange leans Optimization (Systems & Chaos); Time Hollow 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
Time Hollow
Drawing portals with the stylus is trivial
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
Time Hollow
A fixed mystery plot, no adversary
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
Time Hollow
Story twists are hidden information on first play
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Life is Strange
Understanding consequence chains enables deliberate dialogue path planning
Time Hollow
Deducing where and when to open portals is fixed-solution puzzling
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.