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
Painterly turn-based RPG built around interrupting enemies on a shared timeline.

Optimization · Pure Optimization
A surreal puzzle-adventure about nesting worlds inside orbs.
Child of Light leans Optimization (Pure Optimization); Cocoon 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.
Child of Light
Timeline interrupts need only light timing
Cocoon
Inputs are simple movement and a button.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Child of Light
Enemy AI is scripted
Cocoon
Puzzles are fixed designs.
Child of Light leans a little harder on variance, though the gap is small.
Child of Light
Minor drop randomness
Cocoon
No randomness.
Child of Light leans a little harder on optimization, though the gap is small.
Child of Light
Timeline manipulation, oculi crafting, skill trees
Cocoon
Pure puzzle logic, solvable by reasoning.
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.