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

Optimization · Light / Casual
A daily-ritual life sim that tests patience and light collection planning, not skill.

Optimization · Light / Casual
A branching visual novel that tests little beyond exploring choice routes.
Animal Crossing: Wild World leans Optimization (Light / Casual); Everlasting Summer leans Optimization (Light / Casual).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: Wild World
Nothing twitch-based exists in the village
Everlasting Summer
Reading and clicking choices, nothing physical
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: Wild World
Villagers are charming scripts, not minds
Everlasting Summer
No opponent - characters follow fixed branching scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: Wild World
Daily spawns, fish and visitors roll randomly
Everlasting Summer
Route outcomes are hidden only until first playthroughs
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: Wild World
Turnip market and collection completion reward light planning
Everlasting Summer
Mapping choice branches to endings is trivially solvable
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.