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 · Pure Optimization
Charming diorama puzzler about routing a jumpless Toad to each star.

Optimization · Pure Optimization
Painterly turn-based RPG built around interrupting enemies on a shared timeline.
Captain Toad: Treasure Tracker leans Optimization (Pure Optimization); Child of Light leans Optimization (Pure Optimization).
Captain Toad: Treasure Tracker leans a little harder on execution, though the gap is small.
Captain Toad: Treasure Tracker
Gentle navigation, no jumping, light timing
Child of Light
Timeline interrupts need only light timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Captain Toad: Treasure Tracker
No adaptive opposition anywhere
Child of Light
Enemy AI is scripted
Child of Light leans a little harder on variance, though the gap is small.
Captain Toad: Treasure Tracker
Everything is visible and fixed
Child of Light
Minor drop randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Captain Toad: Treasure Tracker
Rotating dioramas to solve fixed route puzzles
Child of Light
Timeline manipulation, oculi crafting, skill trees
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.