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
Momentum-perfect platform racing spiced with item mind games against humans.

Execution · Competitive PvP
A car-soccer game testing aerial control and prediction of human opponents.
SpeedRunners leans Execution (Pure Mechanics); Supersonic Acrobatic Rocket-Powered Battle-Cars leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
SpeedRunners
Grapple swings and boost timing at full speed decide races
Supersonic Acrobatic Rocket-Powered Battle-Cars
Aerial car control and ball-striking precision is the lead
Supersonic Acrobatic Rocket-Powered Battle-Cars leans a little harder on reads, though the gap is small.
SpeedRunners
Timing item throws against human racers' habits wins exchanges
Supersonic Acrobatic Rocket-Powered Battle-Cars
Predicting human opponents' positioning and rotations matters
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
SpeedRunners
Item pickups add party-game chaos
Supersonic Acrobatic Rocket-Powered Battle-Cars
Little randomness in deterministic physics
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
SpeedRunners
Optimal racing lines per track are learnable
Supersonic Acrobatic Rocket-Powered Battle-Cars
Boost management and rotation strategy form a real layer
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.