head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Execution · Pure Mechanics
A test of fast, precise shooting and map navigation against scripted but relentless enemies.

Execution · Pure Mechanics
An endless runner testing reflexes dodging obstacles at accelerating speed.
Doom (1993) leans Execution (Pure Mechanics); Subway Surfers City leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Doom (1993)
Precise movement and shooting against relentless enemy pressure
Subway Surfers City
Swiping to dodge obstacles at speed is the whole game
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Doom (1993)
Enemies follow scripted patrol and attack patterns, not adaptive
Subway Surfers City
No opponent; an endless solo runner
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Doom (1993)
Enemy placement is fixed but unknown on first run through levels
Subway Surfers City
Obstacle patterns are procedurally generated each run
Doom (1993) leans a little harder on optimization, though the gap is small.
Doom (1993)
Level routing and resource management determine survival efficiency
Subway Surfers City
Upgrade choices and pickup routing improve high scores
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.