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
Surviving 1000 randomised rooms by mapping each monster's fixed rules.

Optimization · Practiced Mastery
Community resource management under randomised zombie pressure, with light action execution.
Spooky's Jump Scare Mansion 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.
Spooky's Jump Scare Mansion
Chase sequences need only basic evasion movement
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.
Spooky's Jump Scare Mansion
Specimens follow rules-based behaviour, not adaptive minds
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.
Spooky's Jump Scare Mansion
Random room draws and specimen spawns vary each descent
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.
Spooky's Jump Scare Mansion
Learning each specimen's rules converges runs into routine
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.