Memory Lane

Memory Lane

Free · No download · Works on mobile

Turn your phone sideways — this game is built for it.

Memory LaneZenida Studios · 0 plays
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What the publisher says about Memory Lane

Your goal in each level is to reach the Goal Platform without falling or touching enemies. Levels are played in two phases. A. Reveal Phase: Duration: Short preview at the start of each level • All platforms become visible. • You cannot move. • Study the layout, paths, traps, and pickups. Your task: Remember what you see. ________________________________________ B. Action Phase: • All memory phase platforms become invisible unless they are marked to stay visible. • Touching platforms reveals them permanently. Your task: Reach the goal using your memory and reflexes.

Controls, as supplied: Movement bull Left Right A D or Left Right Arrow keys bull Jump Tap space once to jump bull Hold space for a higher jump arc bull Double Jump available only when powered up Mobile Controls Touch buttons appear automatically on mobile devices

Those are the studio's own words, reproduced as we received them and not checked by us. The feed occasionally describes a different game altogether, so treat it as a starting point rather than a fact.

We have not written about Memory Lane ourselves yet. Every game we cover is taken apart and played first, so this page waits until that happens. The game above works either way.

See the games we have written up · Browse more Puzzle Games

Game details

Developer
Zenida Studios
Added here
January 2025
Technology
HTML5
Platforms
Browser (desktop, mobile, tablet)
Classification
Puzzle
Download size
20.6 MB
Ad requests
2 (few)
Has a save
Yes
Built with
Unity
Gamepad
Yes
Saved progress
Kept by the game itself, in this browser on this device. It survives closing the tab and coming back, but it does not travel to another computer or phone, and clearing your browsing data erases it.

Measured by opening the game ourselves on 2026-09-11, not taken from the feed. Twelve seconds on a phone-sized screen, with ad requests counted and blocked rather than loaded.

Read out of the game’s own build, not taken from the feed. Counts come from the project file: levels are layouts named as levels, sounds are the audio files it ships with.

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