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.

Optimization · Light / Casual
A branching visual novel that tests little beyond exploring choice routes.

Optimization · Light / Casual
A first-person exploration about returning to an empty family home.
Everlasting Summer leans Optimization (Light / Casual); Gone Home 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.
Everlasting Summer
Reading and clicking choices, nothing physical
Gone Home
Pure walking and inspection.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Everlasting Summer
No opponent - characters follow fixed branching scripts
Gone Home
No opponents.
Everlasting Summer leans a little harder on variance, though the gap is small.
Everlasting Summer
Route outcomes are hidden only until first playthroughs
Gone Home
Notes and items are fixed.
Everlasting Summer leans a little harder on optimization, though the gap is small.
Everlasting Summer
Mapping choice branches to endings is trivially solvable
Gone Home
Order of discovery hardly matters.
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.