head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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 grid-based dungeon crawler about deep party building and environmental puzzles.
Child of Light leans Optimization (Pure Optimization); The Bard's Tale IV 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
The Bard's Tale IV
grid-based combat needs little manual skill
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
The Bard's Tale IV
scripted monster AI, no true adaptation
The Bard's Tale IV leans a little harder on variance, though the gap is small.
Child of Light
Minor drop randomness
The Bard's Tale IV
loot and encounter randomness
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
The Bard's Tale IV
deep party build and puzzle-solving systems
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.