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 short theatrical visual novel where playing all four character roles in different orders reveals the hidden true ending.

Optimization · Light / Casual
A branching visual novel that tests little beyond exploring choice routes.
Bad End Theater leans Optimization (Systems & Chaos); 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.
Bad End Theater
Choose-your-own-adventure format; no skill floor
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.
Bad End Theater
Hero and Overlord are scripted roles per playthrough
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.
Bad End Theater
Four character perspectives hide which combinations unlock the true end
Everlasting Summer
Route outcomes are hidden only until first playthroughs
Bad End Theater leans a little harder on optimization, though the gap is small.
Bad End Theater
Finding the correct role combination across all four playthroughs is a small solvable map
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.