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 split-narrative puzzle game whose second half demands careful systematic cross-character logic.

Optimization · Pure Optimization
A recursive scale puzzle game where placing objects in the miniature affects the full-scale world.
Broken Age leans Optimization (Pure Optimization); Maquette 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.
Broken Age
Touchscreen-friendly design demands zero physical precision
Maquette
Picking up objects has no dexterity requirement
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Broken Age
Dual-narrative structure is authored; no opponent present
Maquette
No opponent; narrative-driven scale puzzle
Broken Age leans a little harder on variance, though the gap is small.
Broken Age
Deterministic puzzles with no randomness anywhere
Maquette
All scale puzzles are deterministic
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Broken Age
Act 2 interlocking puzzles demand careful multi-character solution mapping
Maquette
Deducing the correct object size and placement to use the recursive scale mechanic
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.