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.

Variance · Light / Casual
An interactive story testing nothing mechanical - it is about the feelings.

Optimization · Light / Casual
A branching visual novel that tests little beyond exploring choice routes.
Emily is Away <3 leans Variance (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.
Emily is Away <3
Typing flavour text that autocompletes
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.
Emily is Away <3
Scripted characters with fixed branching responses
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.
Emily is Away <3
Outcomes hidden only on first playthrough
Everlasting Summer
Route outcomes are hidden only until first playthroughs
Everlasting Summer leans a little harder on optimization, though the gap is small.
Emily is Away <3
Branch map is small and quickly solvable
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.