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.

Variance · Light / Casual
An interactive story that tests emotional choice, not skill.
Emily Is Away Too leans Variance (Light / Casual); The Walking Dead leans Variance (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
The Walking Dead
Quick-time prompts are forgiving and rarely fail the story
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
The Walking Dead
No opponent - characters follow the script
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
The Walking Dead
Branch outcomes are hidden on a first playthrough only
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Emily Is Away Too
Mapping dialogue branches is the only system
The Walking Dead
Choices barely gate progress; nothing meaningful to solve
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.