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
Noir stealth puzzler about rewiring buildings so guards defeat themselves.
Child of Light leans Optimization (Pure Optimization); Gunpoint 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
Gunpoint
Jump timing matters occasionally, lightly
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
Gunpoint
Guards patrol on fixed scripts
Child of Light leans a little harder on variance, though the gap is small.
Child of Light
Minor drop randomness
Gunpoint
Levels fully visible and deterministic
Child of Light leans a little harder on optimization, though the gap is small.
Child of Light
Timeline manipulation, oculi crafting, skill trees
Gunpoint
Crosslink rewiring puzzles have clean optimal solutions
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.