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 narrative RPG that tests knowledge of its philosophical systems and dialogue trees more than any combat skill.

Optimization · Pure Optimization
An idle dungeon crawler where you hire bar patrons and script teams to grind dungeons automatically.
Planescape: Torment leans Optimization (Pure Optimization); Soda Dungeon 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.
Planescape: Torment
Combat is deemphasised; the game is built to be avoided or trivial
Soda Dungeon
Auto-combat does the fighting for you.
Planescape: Torment leans a little harder on reads, though the gap is small.
Planescape: Torment
NPCs are scripted personalities; no adaptive opponent exists
Soda Dungeon
Dungeon monsters follow fixed behavior tables.
Soda Dungeon leans a little harder on variance, though the gap is small.
Planescape: Torment
Some dialogue outcomes and item discoveries are hidden until explored
Soda Dungeon
Loot rolls and dungeon events add meaningful luck.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Planescape: Torment
Stat allocation, dialogue routing and companion management reward system mastery
Soda Dungeon
Team scripts and gear economy decide run depth.
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.