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
Hand-painted puzzle adventure where light turns monsters into furniture.

Optimization · Pure Optimization
A time-travel puzzle game built entirely on deducing cross-era item interactions with no randomness.
Creaks leans Optimization (Pure Optimization); Day of the Tentacle leans Optimization (Pure Optimization).
Creaks leans a little harder on execution, though the gap is small.
Creaks
light timing on monster movement
Day of the Tentacle
SCUMM interface eliminates any timing or motor demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Creaks
no adaptive opponent
Day of the Tentacle
No opponent; multi-era puzzles are fully scripted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Creaks
puzzles fully visible once entered
Day of the Tentacle
Deterministic world state across three time periods
Day of the Tentacle leans a little harder on optimization, though the gap is small.
Creaks
each room is a solvable logic puzzle
Day of the Tentacle
Cross-era cause-and-effect chains form a tightly solvable logic puzzle
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.