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

Optimization · Light / Casual
A first-person exploration about returning to an empty family home.

Variance · Light / Casual
An interactive story that tests emotional choice, not skill.
Gone Home leans Optimization (Light / Casual); The Walking Dead leans Variance (Light / Casual).
The Walking Dead leans a little harder on execution, though the gap is small.
Gone Home
Pure walking and inspection.
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.
Gone Home
No opponents.
The Walking Dead
No opponent - characters follow the script
The Walking Dead leans a little harder on variance, though the gap is small.
Gone Home
Notes and items are fixed.
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.
Gone Home
Order of discovery hardly matters.
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.