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

Execution · Pure Mechanics
Reflex swipe timing through procedurally assembled obstacle runs.

Execution · Twitch Chaos
An endless runner testing swipe reflexes against procedurally generated obstacle streams.
Lara Croft: Relic Run leans Execution (Pure Mechanics); Subway Surfers leans Execution (Twitch Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Lara Croft: Relic Run
Swipe-timed dodges at increasing speed are the core test
Subway Surfers
Swipe reaction speed at increasing pace is everything
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Lara Croft: Relic Run
No opponent; obstacles never adapt
Subway Surfers
No opponent - just oncoming obstacles
Subway Surfers leans a little harder on variance, though the gap is small.
Lara Croft: Relic Run
Procedural track segments are unknown until they appear
Subway Surfers
Procedural track segments keep each run unseen ahead
Lara Croft: Relic Run leans a little harder on optimization, though the gap is small.
Lara Croft: Relic Run
Upgrade and power-up choices nudge run length
Subway Surfers
Powerup upgrades matter little beyond reflex play
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.