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 farm-life sim solved by season routing and profit optimization.
Child of Light leans Optimization (Pure Optimization); Stardew Valley 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
Stardew Valley
Trivial timing on fishing and 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
Stardew Valley
No adaptive opponent exists
Stardew Valley leans a little harder on variance, though the gap is small.
Child of Light
Minor drop randomness
Stardew Valley
Crop luck and geode RNG matter modestly
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
Stardew Valley
Routing seasons, profit loops, and bundles dominates
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.