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 primitive dungeon crawl testing stat management against random rolls.

Optimization · Pure Optimization
A vault management sim about optimising dwellers, rooms, and resource loops.
Akalabeth: World of Doom leans Optimization (Systems & Chaos); Fallout Shelter leans Optimization (Pure Optimization).
Akalabeth: World of Doom leans a little harder on execution, though the gap is small.
Akalabeth: World of Doom
Turn-based keypresses carry no physical demand
Fallout Shelter
Tapping menus only
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Akalabeth: World of Doom
Monsters follow primitive fixed behaviour
Fallout Shelter
No opponent
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Akalabeth: World of Doom
Dungeon generation and stat rolls inject early-CRPG randomness
Fallout Shelter
Incident spawns and lunchbox loot rolls
Fallout Shelter leans a little harder on optimization, though the gap is small.
Akalabeth: World of Doom
Stat management and grinding efficiency decide survival
Fallout Shelter
Dweller stats and room layout 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.