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 puzzle-RPG hybrid where Djinn combination theory and Psynergy routing trivializes its scripted encounters.
Child of Light leans Optimization (Pure Optimization); Golden Sun 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
Golden Sun
Fully turn-based Djinn-based combat; no timing demands
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
Golden Sun
All bosses are scripted pattern fighters
Golden Sun leans a little harder on variance, though the gap is small.
Child of Light
Minor drop randomness
Golden Sun
Djinn status randomness and summon charge timing add minor 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
Golden Sun
Djinn set theory, Psynergy routing, and summon sequencing are deeply solvable
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.