head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

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

Optimization · Pure Optimization
An underwater survival game won by methodical tech progression.
Child of Light leans Optimization (Pure Optimization); Subnautica 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
Subnautica
Movement is slow; no precision demands.
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
Subnautica
Creatures follow scripted patrols; no adaptation.
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
Subnautica
Resource node placement mildly randomized.
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
Subnautica
Tech progression and base routing solve the ocean.
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.