Playing on the PC with a 360 controller, I've run into a few situations where being able to fly and shoot at the same time would be really useful, but I can't simultaneously hold down the A button and aim with the right stick. Has anyone else had that this issue?

Hell Yeah! Wrath of the Dead Rabbit
Game » consists of 6 releases. Released Sep 25, 2012
This surprisingly Metal game stars Ash, a skeletal bunny who's the feared Prince of Hell. He's on a quest to get revenge on his arch-enemy Fat Rabbit, who has put Ash's "intimate" pictures all over the "Hell-ternet".
(How) Are you supposed to jump/fly and shoot at the same time?
Is it possible to change the control scheme? Glancing around the internet it looks as though you can't, and others have the same complaint, but I don't know for certain.
http://www.zero1gaming.com/2012/10/03/hell-yeah-wrath-dead-rabbit-review/
http://leftstickdown.com/2012/10/03/hell-yeah-wrath-of-the-dead-rabbit-review/
I always had to change the Halos' control setups to boxer so I could melee properly. I really hope we solve the occupied dominant thumb issue soon.
For as awesome as this game started out being, there's been some teeth-grinding frustration that set in very quickly for me. The control problems you guys are mentioning is certainly one of them. There are some terrible checkpoints too, like when it saves right before you go through some unskippable dialog bubbles before a boss. A boss that kills you half a dozen times...so you have to click through those bubbles over and over again.
There's a bunch of other little design quirks that are making this game less and less fun. Like during one boss, if you get hit by one projectile, it then bounces you into another, which bounces you into another, which bounces you into another, and then you die. I mean, give me a second or two of invulnerability, let me recover!
I just got to the part where I unlocked the dash attack, and quickly turned it off. I want to like it, but the more I play it, the more it just seems like a hassle. Its a shame, because there's good game buried somewhere under all these issues.
@mlarrabee said:
Is it possible to change the control scheme? Glancing around the internet it looks as though you can't, and others have the same complaint, but I don't know for certain.
http://www.zero1gaming.com/2012/10/03/hell-yeah-wrath-dead-rabbit-review/
http://leftstickdown.com/2012/10/03/hell-yeah-wrath-of-the-dead-rabbit-review/
I always had to change the Halos' control setups to boxer so I could melee properly. I really hope we solve the occupied dominant thumb issue soon.
Ostensibly, you can change the controls. But certain buttons like "jump" and "shoot" can't be remapped, for whatever reason.
@PollySMPS said:
I'm using a PS2 pad to play the game on PC and honestly, I still find it horrendously uncomfortable trying to jump, aim, and shoot at the same time. Really doesn't help that a lot of the enemies seem to hang around off-screen because the game feels a little too zoomed in, so even nailing the right angle can be a hassle.
On another note, I kinda got tired of the control quirks and the monster collecting just got boring, so even though I love the style and art, I won't be finishing the game.
Not to mention the way that your projectiles go to the edge of your vision and then stop. If an enemy is juuuuuust off screen, you can't hit them (but they can certainly shoot at you). This adds to the frustration of not being able to easily aim shots mid-jump, because a fair number of these flying/shooting enemies float just high enough so that you can't see them without hopping.
@Nadafinga said:
For as awesome as this game started out being, there's been some teeth-grinding frustration that set in very quickly for me. The control problems you guys are mentioning is certainly one of them. There are some terrible checkpoints too, like when it saves right before you go through some unskippable dialog bubbles before a boss. A boss that kills you half a dozen times...so you have to click through those bubbles over and over again.
There's a bunch of other little design quirks that are making this game less and less fun. Like during one boss, if you get hit by one projectile, it then bounces you into another, which bounces you into another, which bounces you into another, and then you die. I mean, give me a second or two of invulnerability, let me recover!
I just got to the part where I unlocked the dash attack, and quickly turned it off. I want to like it, but the more I play it, the more it just seems like a hassle. Its a shame, because there's good game buried somewhere under all these issues.
I'm a few sections further than you, and I think I'm going to stop soon, too. I just checkpointed at the worst possible moment (before a boss fight, far from a health station, with about 5 hp). So I either have to backtrack all the way to a health station without getting hit once, then hike back, getting hit as little as possible, or I can try to beat the boss without taking any damage. The problem is that the developers are using the checkpoints essentially as saved states rather than just checkpoints.
Alright, now I just ran into flying enemies that drop acid on you from about 30% higher than you can see them, so you not only can't kill them without trying to hit them mid-jump, but you can't see that anything is there attacking you until the acid shows up on screen about 4 feet above your head, giving you little to no time to dodge.
Oh, and the acid is an instant kill. I try not to give up on a game once I've gotten relatively far into it, but I think I'm about done with Hell Yeah at 81%.
Switching to KB&M solves the jump-aiming issue, but it makes finesse controls a little trickier. I went back and forth between control schemes throughout the game.
I agree with the criticisms here but I finished it anyway. The final boss almost broke my will but it somehow kicked the bucket just as I was at 1% health, putting the pad down and sighing in readiness for death. Again, it wasn't the fact that it was super tough, just that pre-dialogue checkpoints make anything more than half a dozen retries intolerable. With a few control tweaks and a bit of gameplay balancing this game would have been a strong recommendation from me rather than a very, very cautious one. It's a shame that more of the names in the long credit sequence weren't focus testers who could have said stuff like 'remappable jump button?, 'better checkpoints?' or 'make projectiles extend offscreen?'
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