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
Optimising terror combos against scripted victims to maximise a points score per level.

Optimization · Pure Optimization
A physics puzzle game about building wobbly towers and bridges from living goo balls.
Naughty Bear leans Optimization (Pure Optimization); World of Goo 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.
Naughty Bear
Simple melee and chase inputs with low timing demands
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.
Naughty Bear
Victim bears run scripted panic routines, never modelling you
World of Goo
No opponent exists
Naughty Bear leans a little harder on variance, though the gap is small.
Naughty Bear
Bear patrols add mild unpredictability per attempt
World of Goo
Physics are visible and deterministic
World of Goo leans a little harder on optimization, though the gap is small.
Naughty Bear
Maximising scare-point combos per level is a solvable 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.