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 · Pure Optimization
A recursive scale puzzle game where placing objects in the miniature affects the full-scale world.

Optimization · Pure Optimization
A self-aware mystery adventure testing systematic multi-character puzzle solving in a classic idiom.
Maquette leans Optimization (Pure Optimization); Thimbleweed Park 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.
Maquette
Picking up objects has no dexterity requirement
Thimbleweed Park
Classic SCUMM-style interface with no twitch elements
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Maquette
No opponent; narrative-driven scale puzzle
Thimbleweed Park
Scripted mystery narrative; NPCs never adapt to player choices
Thimbleweed Park leans a little harder on variance, though the gap is small.
Maquette
All scale puzzles are deterministic
Thimbleweed Park
Deterministic puzzles throughout the game
Thimbleweed Park leans a little harder on optimization, though the gap is small.
Maquette
Deducing the correct object size and placement to use the recursive scale mechanic
Thimbleweed Park
Multi-character inventory puzzles demand systematic causal reasoning
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.