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
A platformer puzzle game built around deducing and exploiting each world's unique time-manipulation rule.

Optimization · Pure Optimization
An open-world sandbox solved through creative build optimization and routing.
Braid leans Optimization (Pure Optimization); The Legend of Zelda: Tears of the Kingdom leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Braid
Precise jumps and time-rewind timing are load-bearing
The Legend of Zelda: Tears of the Kingdom
Combat and traversal need modest timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Braid
No opponent; solo platforming puzzle
The Legend of Zelda: Tears of the Kingdom
World is fixed, nothing adapts
The Legend of Zelda: Tears of the Kingdom leans a little harder on variance, though the gap is small.
Braid
All puzzles are deterministic and hand-crafted
The Legend of Zelda: Tears of the Kingdom
Weapon durability adds light variance
Braid leans a little harder on optimization, though the gap is small.
Braid
Understanding each world's time-manipulation rule and its exact solution is the game
The Legend of Zelda: Tears of the Kingdom
Build contraptions and route the open world
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.