“Henry Hatsworth in the Puzzling Adventure” comes out on DS

Henry Hatsworth in Puzzling Adventure combines pads, DS puzzle game – think Panel de Pon / Planet Puzzle League – with a side-scrolling platformer. This curious mash-up guard blocks on the bottom screen, Hatsworth high jump, and you go back and forth between each continue to grow. We recently played this as a style, due in early 2009. With so many little things right, we are not sure that the puzzle-platformer work, but we are impressed by his potential.
In the top screen, Hatsworth short, jumps, swings his cane, and shoots at any other platformer. However, when you kill an enemy in this perspective, it turns into a block, sliding into the puzzle screen below. These blocks constantly creep up, and if the bloc face to reach the summit screen, they turn into angrier, more powerful enemies.

The X button always on the side of breaks-control scroll and swaps puzzle world. Gamers change blocks horizontally, trying three or more colours-to erase forever these blocks. But instead of just the murder of a block-shaped the enemy, headache governs prowess special abilities and even ammunition in the top screen, ignore blocks puzzle, and will be Hatsworth able to attack with his poor cane.

When we jumped and ran through the top screen, the control button felt agile and comfortable. We especially liked the complexity larger scale, which should keep the game fresh, in addition to standard, one-button attacks, many power-ups and button combinations made new moves. We were non sequitur special attacks with a puzzle full of energy meter, as Tea Time, which put Hatsworth inside a giant walking robot with a laser cannon.

Because these attacks are based on the puzzle metre, it is often exploited in the bottom screen is a few blocks. The puzzle answers touchscreen or D-pad, but more importantly we stuck on the hard buttons since it is faster than recovering the stylus every time. Players can remain in the World puzzle for a period which increases with the damage generated in the top screen. You can not die in the puzzle, but you can get kicked back to the screen after meter depletes.

Hatsworth a lot. While we believe that the platform-puzzle combination could excel, a large part of the game developers rely on its adjustable difficulty and a challenge. Sometimes the puzzle and platforming felt easy, but that could have been because we started on an early level. And so follow the times, we could see how the game could become frustrating and confusing.

Scheduled for early 2009, Henry Hatsworth and Puzzling Adventure takes a leap of creation without combining the genres. EA Tiburon and its designers have made great potential, we hope Hatsworth can reach.