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

Execution · Pure Mechanics
Momentum-perfect platform racing spiced with item mind games against humans.

Execution · Competitive PvP
Real-time arena aim duels against human worms with randomised weapon pickups.
SpeedRunners leans Execution (Pure Mechanics); Worms Rumble leans Execution (Competitive PvP).
SpeedRunners leans a little harder on execution, though the gap is small.
SpeedRunners
Grapple swings and boost timing at full speed decide races
Worms Rumble
Real-time aim and movement decide brawls, unlike turn-based Worms
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
SpeedRunners
Timing item throws against human racers' habits wins exchanges
Worms Rumble
Human opponents in arena and royale modes can be predicted
Worms Rumble leans a little harder on variance, though the gap is small.
SpeedRunners
Item pickups add party-game chaos
Worms Rumble
Weapon crate spawns and drop positions add randomness
SpeedRunners leans a little harder on optimization, though the gap is small.
SpeedRunners
Optimal racing lines per track are learnable
Worms Rumble
Loadout knowledge and map control matter but stay shallow
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.