head to head
Half-Life Deathmatch: Source asks more than Super Mario Odyssey, and the gap is reads.

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

Execution · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.
Half-Life Deathmatch: Source leans Execution (Pure Mechanics); Super Mario Odyssey 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
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
Half-Life Deathmatch: Source leans clearly harder on reads.
Half-Life Deathmatch: Source
Predicting human movement and spawn timing matters
Super Mario Odyssey
No adaptive opponents whatsoever.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Half-Life Deathmatch: Source
Fixed maps and item timers, little randomness
Super Mario Odyssey
Almost no randomness in level design.
Super Mario Odyssey leans a little harder on optimization, though the gap is small.
Half-Life Deathmatch: Source
Weapon spawns and map control are learnable systems
Super Mario Odyssey
Moon routes and movement tech 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.