head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, 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 tower-defense RPG hybrid about building defenses against scripted waves.
Child of Light leans Optimization (Pure Optimization); Lock's Quest leans Optimization (Pure Optimization).
Lock's Quest leans a little harder on execution, though the gap is small.
Child of Light
Timeline interrupts need only light timing
Lock's Quest
Some action moments but building dominates
Lock's Quest leans a little harder on reads, though the gap is small.
Child of Light
Enemy AI is scripted
Lock's Quest
Clockwork horde follows fixed waves, not adaptive
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
Lock's Quest
Enemy waves are largely predictable
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
Lock's Quest
Turret placement and defensive engineering is the game
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.