Sydney Hunter And The Curse Of The Mayan Image
Metascore
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  • Summary: Sydney Hunter and the Curse of the Mayan is a love-letter to 8-bit action adventure games with challenging platformer gameplay and a huge number of Maya-inspired bosses.

    You play as Sydney Hunter, adventure supreme, who by sheer luck manages to get trapped inside a massive Maya pyramid. He
    Sydney Hunter and the Curse of the Mayan is a love-letter to 8-bit action adventure games with challenging platformer gameplay and a huge number of Maya-inspired bosses.

    You play as Sydney Hunter, adventure supreme, who by sheer luck manages to get trapped inside a massive Maya pyramid. He soon discovers that the "Feathered Serpent" Kukulkan has broken up the sacred Haab calendar into seven individual pieces and has hidden them inside the very same pyramid!

    Widespread chaos and a time freeze will certainly follow if the Haab calendar isn't located and put back together. With the support of the local Maya population, Sydney Hunter must now find all seven pieces of the Haab calendar, defeat Kukulkan, and return peace and balance in the Maya civilization.
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Score distribution:
  1. Positive: 1 out of 3
  2. Negative: 0 out of 3
  1. Apr 29, 2024
    80
    It’s got an unhelpful streak, and the graphical scrappiness stops it short from being the next Hollow Knight or Ori. But you know what? That’s a ridiculously high bar to set, and Sydney Hunter and the Curse of the Mayan confidently walks underneath it with its head held high. As a retro-leaning, budget Metroidvania, you can’t do much better than this.
  2. Apr 19, 2024
    73
    A solid little platformer made in the image of games almost as old as the Mayan Ruins themselves, but with modernised controls that make it feel refined.
  3. Jun 13, 2024
    65
    Other than that one truly sour note, Sydney Hunter and the Curse of the Mayan absolutely nails the experience it wants to the player to have, and there’s an underlying philosophy here that’s not seen in modern game design any more. Specifically, in the old days it frequently felt like designers were trying to ‘beat’ the player by creating experiences which could technically be bested, yet frequently crushed anyone arrogant enough to load the game up.