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
A nostalgic AIM-style chat story where dialogue choices steer a doomed friendship.

Optimization · Light / Casual
A branching visual novel that tests little beyond exploring choice routes.
Emily is Away 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
Typing gibberish renders to dialogue automatically
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
Emily is fully scripted
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
Outcomes hidden 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
Branch mapping reveals the fixed ending logic
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.