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
Stylish JRPG where phantom thieves steal hearts on a tightly optimized school calendar.
Child of Light leans Optimization (Pure Optimization); Persona 5 leans Optimization (Pure Optimization).
Child of Light leans a little harder on execution, though the gap is small.
Child of Light
Timeline interrupts need only light timing
Persona 5
Stylish menus, not reflexes
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
Persona 5
Palace enemies use fixed weaknesses
Persona 5 leans a little harder on variance, though the gap is small.
Child of Light
Minor drop randomness
Persona 5
Fusion alerts and negotiation rolls
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
Persona 5
Confidant calendar routing and baton-pass weakness chains
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.