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 physics contraption puzzle about routing a creature to its food.
Child of Light leans Optimization (Pure Optimization); Eets Munchies 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
Eets Munchies
Placing items is leisurely, no timing pressure
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
Eets Munchies
Solo puzzle with no opponent
Child of Light leans a little harder on variance, though the gap is small.
Child of Light
Minor drop randomness
Eets Munchies
Deterministic contraptions, nothing random
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
Eets Munchies
Designing a chain to feed the creature is the solvable core
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.