head to head
Neither is simply harder - they are hard in different places. Portal demands more execution; Torment: Tides of Numenera demands more variance.

Optimization · Pure Optimization
The portal-gun puzzle game whose solutions are everything.

Optimization · Pure Optimization
A choice-driven RPG where allocating stats toward Tide alignment and crisis routing determines narrative outcomes.
Portal leans Optimization (Pure Optimization); Torment: Tides of Numenera leans Optimization (Pure Optimization).
Portal leans clearly harder on execution.
Portal
Portal placement timing modest.
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.
Portal
No adversary modeling player.
Torment: Tides of Numenera
Crisis encounters use scripted AI patterns, no adaptive opponents
Torment: Tides of Numenera leans clearly harder on variance.
Portal
Deterministic chambers; no randomness.
Torment: Tides of Numenera
Hidden Tide value thresholds and item interactions create unknown-information branches
Portal leans a little harder on optimization, though the gap is small.
Portal
Pure puzzle-solving optimization.
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.