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
Untangling fixed comedic inventory-puzzle chains with no execution pressure.

Optimization · Pure Optimization
Comedic point-and-click adventure of Guybrush Threepwood, hand-drawn at its peak.
Deponia Doomsday leans Optimization (Pure Optimization); The Curse of Monkey Island leans Optimization (Pure Optimization).
Deponia Doomsday leans a little harder on execution, though the gap is small.
Deponia Doomsday
Pointing and clicking has no physical ceiling
The Curse of Monkey Island
pointing and clicking only
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deponia Doomsday
No adaptive opponent anywhere
The Curse of Monkey Island
no adaptive opponent
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Deponia Doomsday
Absurd puzzle solutions are hidden information until discovered
The Curse of Monkey Island
puzzle solutions unknown on first play, then fixed
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Deponia Doomsday
Chaining inventory logic through puzzle dependencies is the game
The Curse of Monkey Island
inventory logic puzzles are fully 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.