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The Lolbeans Tag Guide

This is a guide for the Lolbeans Tag Gamemode. This will cover everything within the gamemode; the basics, information on maps, how to juke, tricks and how to execute them.

Introduction

Lolbeans is a game released on October 14th 2020. However we will only be covering one of its gamemodes: Tag, which released on April 10th 2025. Serial, the games developer, opened a play test the month before on March 7th, previewing the new gamemode.

While Tag is quite a basic premise, the way it's implemented is pretty unique (which I'll get into more), more so than the Battle Royale mode which is heavily derivative of Fall Guys.

After release, it got a minor update fixing some glitches, as well as another map, Construction, in June the same year. Over one year later, it has yet to get another update, much to the disappointment of me and the rest of the tag community.

Basic Information

There are upwards of 8 players, with 2 hunters. Rounds begin with a 3 second countdown then last for 3 minutes. After they end, there is a 15 second intermission time in which it displays the final leaderboard for the round. The objective is to get the most points. For the first 5 seconds of the round, you gain no points, then you get points by the second, getting more points the closer you are to the hunters at an upward of 10 points per second (where you basically have to touch them.) The point mechanic is a big part of what makes this gamemode so fun. It forces players to learn juking, rather than simply hiding or trying to survive the longest. It requires both good mechanics and predictions to win.

As alluded to, there's two types of players: Runners and Hunters. Runners are the default player, and Hunters are the taggers. You can tell somebody is a hunter by a red name and rank on the leaderboard, or by the red bubble and nametag by their character. While being Hunter, you stop gaining points. Hunters have 20% more than the default speed. Touching a runner as a hunter passes the hunter status to them, stunning the person for 2.4 seconds.

There are four maps as of now. Construction, Color City, Supermarket, and Teleport City (The last three are the file names.) Each map has different obstacles and tricks which makes map knowledge incredibly important. Learn the intricacies of each map (which can just be achieved from attentive and constant play), and use them to your advantage against less knowledgable players to come out on top. The map shifts in sets of two, meaning you play two rounds on each in the order I listed them.

Basic Mechanics

The mechanics are deceptively simple in this game. The only movement options you have are jumping and moving. This is limiting in a way which inspires resourcefulness, it makes it so it would be even more advantageous to learn the mpas in and out. The fun is utilizing tricks and glitches which stretch how far one could go with such little mechanics. You can even challenge yourself by prohibiting jumping. The jump height is deliberately less than the player height, making it so you can't simply jump over hunters... or can you, but we'll get into that later.

There is also the ragdoll state: it is a period of inactionability (You can't move or tag people) that lasts for around 2.4 seconds. It is called the ragdoll because your physics begin to get messy, you slide around a bit and such, and it leads to certain glitches. Ragdoll is primarily activated when getting tagged. You also get it from hitting special obstacles such as puddles or stop signs, falling from a great enough height, or in niche cases colliding with another player or wall. It is important to note that the ragdoll state can be activated during a ragdoll, which allows you to stun players infinitely in certain cases.

Juking

Juking skill is determined by how long you can avoid being tagged while also still gaining a good amount of points. It adds a risk reward system to the game. You can either keep your distance, losing out on a lot of points but barely getting tagged, or stay close, gaining many points but being a lot more risky. This tight rope players have to walk is another component of the game that keeps it interesting. Here I will explain beginner methods that will help you get tagged less.

The easiest principle to follow is that just like in many games, high ground is a treasure in tag. With short jump heights and stubby proportions of the characters, it is easy to get height over hunters, allowing you to be close but also safe. For example, on teleport city there's this ramp section here where hunters will have to go all the way around to get you. This is also the basis of many of the easiest tricks. The main ones being barrel and bin jukes, where you gain height by jumping off a barrel or bin, allowing you to go over hunters.

A more barebones way of juking is simply tricking the hunter into thinking you're going one way, then going the other, or just doing something unexpected like spinning around. This adds an element of mindgames. Adapt to habits and predict accordingly. Ultimately there is not an exact science to this, juking depends of many factors such as ping, reaction time, and luck as nobody is a fortune teller. It requires a lot of practice to get better at it.

Deeper Dive into Mechanics

There are more advanced mechanics in the game that do so much to enrichen it. These are less obvious, but more powerful things to know that will make the game easier. First is speed. Normally you can't increase your speed, always moving at the default, but there's a way of building speed and maintaining it. On sloped surfaces, with enough height, if you jump down them, you gain some extra speed. You can also gain speed things that launch you such as the hammers, wrecking ball, and the bouncepad. Now usually you lose this speed after landing, but if you keep jumping, you maintain a bit of that speed, allowing you to zoom through maps. This is called the B-Hop.

The jump physics in this game are really strange, and can be abused in insane ways and allows for otherwise unfathomable glitches. Normally a jump is pretty short, not going over players, but there's ways to make it higher. Consecutive jumps in some window of time will lead in greater height. For example, jumping from the ground and then off another object quickly enough will send you pretty high. Jumping multiple times in a row also gives a bit more height, this most crucially allows to easily jump over the railings on the construction map. Jumping on a sloped surface / staircase, especially at the apex, will lead to higher jump height. An easy way of applying this is when a player is chasing you and you're about to go over say a staircase, simply jump and you will go over them.

The maps in more detail

Construction

Construction is the newest map as said before. It takes place on a construction site, and is by far the biggest map in the gamemode. It holds an unqiue feature where there are no barriers, instead you can fall down bottomless pits. When this happens, you teleport up in the sky and then get ragdolled. On other maps, if you fall off the map (possible using the out of bounds tricks), you teleport in a random spawnpoint with no cooldown.

Construction features four wrecking balls at different spots, oil drums and crates that are scattered across the map, portals situated at opposite, just to name a few. All in all Construction is by far the most technical map, with so many different parts to it that tricks are still being found.
Notable Features: wreckingballs, portals, stop sign, cannons, oil drums and boxes.

The Original Maps

The original three maps were released with the addition of the tag gamemode. I put these all under one section because they share many things in common and are part of one group, Construction is a bit of an outlier. Each of these maps have slippable puddles scattered across them, and have in bounds and out of bounds areas unlike construction.

Color City takes place in a park kind of area with colourful buildings (hence the name.) The map is pretty simple, making for a more difficult juking experience than any other map. All you really have are barrels you can jump on, the occasional bush, and the stop sign obstacle.
Notable Features: Barrels, Stop Sign guys and Bushes.

Supermarket takes place at a supermarket. This map, along with construction, features dynamic objects: the carts, which are objects that are movable. There are also watermelon cannons which launch watermelons that initiate ragdoll. The closeable doors on each side of the map are one of the funnest ways to mess with someone, but is annoying when the door is closed on you. The map is not as complex as Construction, but has a lot of neat tricks under its belt, making it one of the most fun while also not being insanely broken as is Construction.
Notable Features: Watermelon Launcher, Bouncepad, Carts, Closeable Door.

Teleport City doesn't have many features similiar to Color City, but it's less barebones. Two hammers on each side provide an interesting obstacle you can use in many ways. There are portals on the four corners of the map. There are also garbage bins that work as good juking platforms. Overall despite the barreness of the map, the hammers and portal enrichen it enough to still be fun.
Notable Features: Hammers, Bins, and Portals.

Tips, Techs, & Tricks

This is the second half the guide which will showcase all of the glitches, tips, tricks, techs, whatever you want to call them in one place. There are map specific tricks and non map specific, first we'll go over the map specific tricks, and then the general ones. For each map I'll go over each feature and exhaustively list what you can do with them. The information may be overwhelming, but I will try my best to be thorough

Color City

Barrels

Bush

Hedge

Stop Sign

Slopes

Fountain

Supermarket

Carts

Stairs

Door and Button

Stop Sign

Bounce Pad

Watermelon Launchers

Fruit Stands

Other

Teleport City

Bins

Hammer

Portal

Ramp

Construction

Wrecking Balls

Cannon

Crates

Drums

Barrel

Railings

Fruit Stands

Other