head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Optimization · Systems & Chaos
A primitive dungeon crawl testing stat management against random rolls.

Optimization · Pure Optimization
A choice-driven RPG where allocating stats toward Tide alignment and crisis routing determines narrative outcomes.
Akalabeth: World of Doom leans Optimization (Systems & Chaos); Torment: Tides of Numenera 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.
Akalabeth: World of Doom
Turn-based keypresses carry no physical demand
Torment: Tides of Numenera
Combat is explicitly optional; minimal motor demand throughout
Torment: Tides of Numenera leans a little harder on reads, though the gap is small.
Akalabeth: World of Doom
Monsters follow primitive fixed behaviour
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.
Akalabeth: World of Doom
Dungeon generation and stat rolls inject early-CRPG randomness
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.
Akalabeth: World of Doom
Stat management and grinding efficiency decide survival
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.