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.

Execution · Pure Mechanics
Tests raw aim and movement speed in fast classic arena deathmatch.

Execution · Pure Mechanics
Momentum-perfect platform racing spiced with item mind games against humans.
Half-Life Deathmatch: Source leans Execution (Pure Mechanics); SpeedRunners 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.
Half-Life Deathmatch: Source
Aim, bunny-hopping and snap reactions decide duels
SpeedRunners
Grapple swings and boost timing at full speed decide races
SpeedRunners leans a little harder on reads, though the gap is small.
Half-Life Deathmatch: Source
Predicting human movement and spawn timing matters
SpeedRunners
Timing item throws against human racers' habits wins exchanges
SpeedRunners leans a little harder on variance, though the gap is small.
Half-Life Deathmatch: Source
Fixed maps and item timers, little randomness
SpeedRunners
Item pickups add party-game chaos
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Half-Life Deathmatch: Source
Weapon spawns and map control are learnable systems
SpeedRunners
Optimal racing lines per track are learnable
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.