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

Optimization · Pure Optimization
A hard sci-fi spacecraft combat simulator using real physics.

Optimization · Pure Optimization
The genre-defining cartoon tower defense with crunchy upgrades and fixed waves begging for perfect solutions.
Children of a Dead Earth leans Optimization (Pure Optimization); Kingdom Rush 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.
Children of a Dead Earth
minimal twitch demand, orbital mechanics focus
Kingdom Rush
Light micro of hero and rally points
Children of a Dead Earth leans a little harder on reads, though the gap is small.
Children of a Dead Earth
AI opponents follow physics, minimal adaptation
Kingdom Rush
Wave compositions are fixed and previewable
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Children of a Dead Earth
deterministic physics, near-zero randomness
Kingdom Rush
Almost fully deterministic waves
Children of a Dead Earth leans a little harder on optimization, though the gap is small.
Children of a Dead Earth
realistic orbital combat engineering is fully solvable
Kingdom Rush
Tower placement and upgrade routes are solvable
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.