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
Real-time stealth tactics where each mission is a clockwork puzzle of guard routes.

Optimization · Pure Optimization
A physics puzzle game about building wobbly towers and bridges from living goo balls.
Commandos: Behind Enemy Lines leans Optimization (Pure Optimization); World of Goo leans Optimization (Pure Optimization).
Commandos: Behind Enemy Lines leans a little harder on execution, though the gap is small.
Commandos: Behind Enemy Lines
Timing guard windows takes precise clicks
World of Goo
Placing goo balls needs only mild precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Commandos: Behind Enemy Lines
Patrols are fixed routes, never adaptive
World of Goo
No opponent exists
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Commandos: Behind Enemy Lines
All guard cones and routes are visible
World of Goo
Physics are visible and deterministic
Commandos: Behind Enemy Lines leans a little harder on optimization, though the gap is small.
Commandos: Behind Enemy Lines
Each mission is a solvable stealth puzzle
World of Goo
Tower structure and goo economy are solvable per level
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.