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 · Systems & Chaos
A narrative mystery testing deduction by matching evidence against scripted lies.

Optimization · Pure Optimization
A choice-driven RPG where allocating stats toward Tide alignment and crisis routing determines narrative outcomes.
A Case of Distrust leans Optimization (Systems & Chaos); Torment: Tides of Numenera leans Optimization (Pure Optimization).
Torment: Tides of Numenera leans a little harder on execution, though the gap is small.
A Case of Distrust
Pure dialogue and menu selection
Torment: Tides of Numenera
Combat is explicitly optional; minimal motor demand throughout
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
A Case of Distrust
Suspects lie by script, not in response to you
Torment: Tides of Numenera
Crisis encounters use scripted AI patterns, no adaptive opponents
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
A Case of Distrust
The mystery is hidden information until evidence reveals it
Torment: Tides of Numenera
Hidden Tide value thresholds and item interactions create unknown-information branches
Torment: Tides of Numenera leans a little harder on optimization, though the gap is small.
A Case of Distrust
Matching statements against evidence is a deduction puzzle
Torment: Tides of Numenera
Stat allocation, Tide routing and artefact loadout reward system knowledge
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.