head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Optimization · Pure Optimization
Painterly turn-based RPG built around interrupting enemies on a shared timeline.

Optimization · Pure Optimization
Grid-based tactical combat solved through positioning and builds.
Child of Light leans Optimization (Pure Optimization); South Park: The Fractured But Whole 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
South Park: The Fractured But Whole
Timing minigames barely gate the grid combat
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
South Park: The Fractured But Whole
Enemy turns follow fixed visible logic
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
South Park: The Fractured But Whole
Minor roll spread; encounters are otherwise fixed
Child of Light leans a little harder on optimization, though the gap is small.
Child of Light
Timeline manipulation, oculi crafting, skill trees
South Park: The Fractured But Whole
Grid positioning and artifact builds solve every fight
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.