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 grindy collect-them-all brawler driven by random toy drops.

Optimization · Practiced Mastery
Community resource management under randomised zombie pressure, with light action execution.
Pokémon Rumble Blast leans Optimization (Systems & Chaos); State of Decay leans Optimization (Practiced Mastery).
State of Decay leans a little harder on execution, though the gap is small.
Pokémon Rumble Blast
Two-button mashing with minimal dodge demands
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.
Pokémon Rumble Blast
Toy Pokémon swarm on simple scripts
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.
Pokémon Rumble Blast
Random toy drops and stats drive collection luck
State of Decay
Dynamic events, infestations and survivor traits roll randomly
State of Decay leans a little harder on optimization, though the gap is small.
Pokémon Rumble Blast
Grinding stronger toys and move choices carries progress
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.