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 charming turn-based RPG where timed button presses add light dexterity to simple optimization.
Child of Light leans Optimization (Pure Optimization); Super Mario RPG: Legend of the Seven Stars leans Optimization (Pure Optimization).
Super Mario RPG: Legend of the Seven Stars leans a little harder on execution, though the gap is small.
Child of Light
Timeline interrupts need only light timing
Super Mario RPG: Legend of the Seven Stars
Timed hits and blocks reward rhythm.
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
Super Mario RPG: Legend of the Seven Stars
Bosses use fixed attack scripts.
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
Super Mario RPG: Legend of the Seven Stars
Hidden chests and first-run boss surprises.
Child of Light leans a little harder on optimization, though the gap is small.
Child of Light
Timeline manipulation, oculi crafting, skill trees
Super Mario RPG: Legend of the Seven Stars
Gear, timing knowledge, and stat routing solve fights.
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.