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 · Pure Optimization
Iterating cause-and-effect sequences to untangle a fixed narrative puzzle.

Optimization · Systems & Chaos
A scripted RPG-Maker horror testing puzzle-solving and route knowledge.
Last Day of June leans Optimization (Pure Optimization); Mad Father leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Last Day of June
Slow walking and simple interactions, no dexterity
Mad Father
Light chase sequences barely test the hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Last Day of June
No opponent - a fixed narrative system
Mad Father
Scripted horror events, nothing adapts
Mad Father leans a little harder on variance, though the gap is small.
Last Day of June
Consequences of changes are hidden until tried
Mad Father
Scares and puzzle items are unknown on first playthrough
Last Day of June leans a little harder on optimization, though the gap is small.
Last Day of June
Sequencing the four characters' actions is the puzzle
Mad Father
Item puzzles and ending routes are fully mappable
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.