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 · Light / Casual
A branching story that tests choice exploration more than any skill.

Optimization · Light / Casual
A gentle social journey testing little beyond exploration and cooperation.
Detroit: Become Human leans Optimization (Light / Casual); Sky: Children of the Light leans Optimization (Light / Casual).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Quick-time events demand only basic reaction timing
Sky: Children of the Light
Gentle flight controls with no failure pressure
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Branching script, no adaptive adversary
Sky: Children of the Light
Other players are companions, not adversaries
Detroit: Become Human leans a little harder on variance, though the gap is small.
Detroit: Become Human
Branch consequences are hidden information until explored
Sky: Children of the Light
Daily events rotate on known schedules
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Flowchart completion is a light solvable puzzle
Sky: Children of the Light
Candle routes and collectible runs are lightly optimisable
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.