Lagline
Weekly Top 10
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Play to set a score, then submit it to the board.
About Lagline
Lagline is a lane runner with a deliberate delay built into the controls. Five lanes of red walls and amber hurdles scroll toward you one row per beat, and every command you give, whether left, right, jump or stay, is pushed onto a queue and only executes three beats later. Reacting to the row under your feet is already too late; you have to read the row three ahead and act on that instead. A strip of queue slots shows the moves you have already committed, and ghost rings on the field trace where that queue will carry you, turning into a red cross wherever it ends in a crash. Walls can only be dodged, while hurdles can only be cleared by jumping in place. The first eight rows are always empty, and every lane layout is generated so at least one path survives. Every 32 beats a new stage raises the tempo, from 96 BPM up to 160. From stage five onward, the second half of each stage stretches the lag to four beats: the beat it grows forces a stay, and the beat it shrinks back locks your input with a SYNC warning. Your score is simply how many beats you survive, and reaching 160 counts as staying in sync.
How to play
- Five lanes of red walls and amber hurdles scroll toward you one row per beat. Press an arrow key, swipe, or tap an on-screen button to start.
- Every command (left, right, jump, or stay) joins a queue and runs 3 beats later. The queue strip shows the moves you have committed, and ghost rings show where they will take you; a red ✕ marks a crash.
- Walls always end the run, so move out of their lane. Hurdles must be jumped: a jump keeps you in the same lane. If you press nothing during a beat, you stay where you are; if you press more than once, only the last press counts.
- Your score is the number of beats you survive. Every 32 beats a new stage speeds the tempo up from 96 BPM toward 160, and reaching 160 beats counts as staying in sync.
Strategy & tips
- Look at the row as many beats ahead as the Lag badge shows, not the row you are standing on. That is the row your next press will actually land on.
- Trust the ghost rings. If one shows a red ✕, queue a correction right away; any later press can only change beats further down the line.
- Stay near the middle lanes when you can. From lane 3 you can reach either side, while an edge lane cuts your escape routes in half.
- From stage 5 the second half of each stage stretches the lag to 4. The beat it grows forces a stay, and the beat it shrinks back shows SYNC and ignores your input, so plan around both.
FAQ
How do you play Lagline?
Steer a runner across five lanes with the arrow keys or WASD (Space also jumps), by swiping, or with the on-screen buttons. Every command is queued and runs 3 beats after you give it, so you dodge walls and jump hurdles by reading the field ahead.
Why did my move happen late?
That is the core rule. Moves always run on a delay of 3 beats, or 4 during the purple "Lag 4" stretches from stage 5 on. On the beat the lag shrinks back to 3, the queue slot shows SYNC and that beat's input is ignored.
Is every run winnable?
The first 8 rows are always empty, and each new row is generated so that at least one lane stays reachable under the movement rules. A careful planner always has a way through. Pressing P or Esc pauses the run, and switching tabs pauses it automatically.