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 · Pure Optimization
A match-three game testing efficient board clearing to fund city-building.

Optimization · Practiced Mastery
Community resource management under randomised zombie pressure, with light action execution.
Cradle of Rome leans Optimization (Pure Optimization); State of Decay leans Optimization (Practiced Mastery).
State of Decay leans a little harder on execution, though the gap is small.
Cradle of Rome
Light click-speed under timers, never decisive
State of Decay
Melee and driving are functional, not demanding
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Cradle of Rome
Solo match-three, no opponent to model
State of Decay
Zombies swarm by simple rules, never adapting
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Cradle of Rome
Board tile drops are random per move
State of Decay
Dynamic events, infestations and survivor traits roll randomly
Cradle of Rome leans a little harder on optimization, though the gap is small.
Cradle of Rome
Planning matches to collect resources builds the city
State of Decay
Base building, resource runs and survivor management are the game
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.