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
Using time-rewind to pre-solve grapple and kill sequences against fully deterministic guard patrols.
Child of Light leans Optimization (Pure Optimization); Shadwen leans Optimization (Pure Optimization).
Shadwen leans a little harder on execution, though the gap is small.
Child of Light
Timeline interrupts need only light timing
Shadwen
Grapple hook timing and kill windows need care but are forgiving
Shadwen leans a little harder on reads, though the gap is small.
Child of Light
Enemy AI is scripted
Shadwen
Guards follow scripted patrol arcs without profiling player tactics
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
Shadwen
Child NPC pathfinding adds minor unpredictability to routing plans
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
Shadwen
Time-rewind and rope construction enable full pre-optimisation of every kill sequence
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.