head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Variance · Light / Casual
A branching chat story that tests curiosity about outcomes, not skill.

Optimization · Light / Casual
A guided noir investigation testing attention more than any skill ceiling.
Emily Is Away Too leans Variance (Light / Casual); Nobody Wants to Die 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 Too
Typing in a fake chat client takes no skill
Nobody Wants to Die
Guided investigation scenes need no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Emily Is Away Too
Characters follow branching scripts, not adaptive minds
Nobody Wants to Die
The killer is an authored mystery, not an adapting mind
Emily Is Away Too leans a little harder on variance, though the gap is small.
Emily Is Away Too
Branch outcomes are hidden until a route is played
Nobody Wants to Die
Evidence is scripted-but-unknown until reconstructed
Nobody Wants to Die leans a little harder on optimization, though the gap is small.
Emily Is Away Too
Mapping dialogue branches is the only system
Nobody Wants to Die
Reconstruction tools make deductions mostly guided
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.