It involves a British adventurer, the eponymous Henry Hatsworth, who is on a mission to find the "Golden Suit", a garb that allows the wearer to control the "Puzzle Realm".
[1] The player can prevent this by swapping blocks to form groups of three or more, causing them to be destroyed, and their energy to add to the "Super Meter".
[2] Using the money earned by defeating enemies or collecting treasure, the player can return to Hatsworth's assistant's shop periodically to buy various upgrades.
The concept for Henry Hatsworth started as a prototype in Adobe Flash and was initially called Monkey Business.
I initially pitched the swell gents at Tiburon with a project idea which basically involved me doing some crazy stuff in Flash on my own.
Luckily, they totally approved it, so I started making little DS game prototypes– which gradually led to the Monkey Business prototype, which ultimately became Hatsworth.
[2] The seven man team included; Kyle Gray as Director, Peter Ong as Lead Designer, Ryan Pijai as Lead Programmer, Bob Nystrom as Tools Programmer, Andrew Malesky as Animator, Jay Epperson as Art Director and Loel Phelps as Level Designer and Tileset Artist.
[6] IGN's Mark Bozon commented that the game was "completely old school in design and execution", featuring "pop-up brawling, a wall jump that feels like Mega Man X, Mario-like platforming, and a great blend with the puzzle aspects".