head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

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

Optimization · Pure Optimization
A polished modern JRPG where mastering the skill web and forge system trivializes its scripted encounters.
Child of Light leans Optimization (Pure Optimization); Dragon Quest XI 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
Dragon Quest XI
Draconian mode adds mild timing pressure but base is menu-only
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
Dragon Quest XI
No adaptive enemy AI present
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Child of Light
Minor drop randomness
Dragon Quest XI
Forge RNG and draconian random modifiers add light variance
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Child of Light
Timeline manipulation, oculi crafting, skill trees
Dragon Quest XI
Skill web routing and forge optimization are the clear mastery layer
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.