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 · Pure Optimization
A base-layout and attack-planning puzzle against static player defenses.

Optimization · Pure Optimization
A choice-driven RPG where allocating stats toward Tide alignment and crisis routing determines narrative outcomes.
Boom Beach leans Optimization (Pure Optimization); 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.
Boom Beach
Tapping troop deployments takes no dexterity
Torment: Tides of Numenera
Combat is explicitly optional; minimal motor demand throughout
Boom Beach leans a little harder on reads, though the gap is small.
Boom Beach
Attacks hit static bases - defenders aren't present to adapt
Torment: Tides of Numenera
Crisis encounters use scripted AI patterns, no adaptive opponents
Torment: Tides of Numenera leans a little harder on variance, though the gap is small.
Boom Beach
Scouting reveals most info; matchmaking adds some spread
Torment: Tides of Numenera
Hidden Tide value thresholds and item interactions create unknown-information branches
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Boom Beach
Base layouts, troop compositions and timing are the solvable core
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.