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

Optimization · Pure Optimization
The second Deponia chapter continues elaborate fixed-solution puzzle chains demanding methodical thinking.

Optimization · Pure Optimization
A time-travel puzzle game built entirely on deducing cross-era item interactions with no randomness.
Chaos on Deponia leans Optimization (Pure Optimization); Day of the Tentacle 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.
Chaos on Deponia
Same interface as original; zero reflex component
Day of the Tentacle
SCUMM interface eliminates any timing or motor demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Chaos on Deponia
Continuation of scripted comedy narrative
Day of the Tentacle
No opponent; multi-era puzzles are fully scripted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Chaos on Deponia
Deterministic solutions throughout second chapter
Day of the Tentacle
Deterministic world state across three time periods
Day of the Tentacle leans a little harder on optimization, though the gap is small.
Chaos on Deponia
Increasingly complex puzzle architecture rewards systematic inventory management
Day of the Tentacle
Cross-era cause-and-effect chains form a tightly solvable logic puzzle
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.