Activation key [Tutorial] God Mode (with Hellquest) - MPGH
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The AE team is a talented group
Recently AE had a 'game jam' - essentially everyone in the company had a week to work on whatever the hell they wanted, in groups of up to 4 or even solo if they liked.
A video showing it all is out and it's clearly very impressive. For one week of work with such small teams, some of the projects were pretty outstandingly designed. The 'Dungeon Janitor' game looked great for such a small work. Turn in World had a pretty gorgeous art direction. Cysero's project, some story based card game looked really neat. And probably most impressively, Zhoom ended up taking AQ3D to the web browser. https://www.youtube.com/watch?v=evf3_3ObG-0
AE's team clearly has some great coders as well as creative and talented artists. Which is a shame IMO because AQW's updates seem devoid of much of that talent. Dependency on community artist contributions, generic, bland armors, and more importantly, the 'coding' work - essentially every update, every quest, map, event, boss and monster is just a reskin of previous works. No new boss nowadays has any interesting mechanic to speak of - what happened to the minigames, artworks, unique boss fights of the 13 Lords of Chaos saga?
Classes are starting to see nice changes in terms of gameplay and very much so in artwork/animations. With Vampire Lord, SSoT, Corrupted Chronomancer, the crappy Master of Moglins all having interesting designs. But when the game itself is literally just dress up and collecting art for the sake of it against monsters where there's basically zero mechanical difference in playstyle aside from how long the fight lasts, it gets pretty boring.
How can AE have so much talent and yet apparently take so long or refuse to implement those talents into the game? Is AQ3D absorbing all the talent, and if so, why is AQ3D so unpolished as well? The core gameplay in both games just has so much left desired, and it's a real shame.
submitted by Monte_Piethon