You are in control of SPACE ANIMAL BASE. Your units are strong when they are in a pair, vulnerable when they are alone. DIFFERENT pairs have different strengths. YOUR BASE IS THREATENED by the NETWORK. The NETWORK is entering your base. Expand SPACE ANIMAL BASE, defeat the NETWORK. Genre: RTS/ single player / survival (?) / Core gameplay: Controlling units (micro management). Defending your base. Core game mechanic: Splitting/combining units by making pairs. Game feel: nihilism/ punk/ hope/ sci fi / organic & nature
Jam Site: 
Jam year: 
Language-Independence (Sponsored by Valve Software)
Technology Notes: 
HI! this is Luan, the artist speaking about the TECHNOLOGY! I am not the best person to talk about this - we have FOUR programmers on this team. We used PICO-8 to create Re-Pair, and because of the limitations within PICO-8 it was HARD. We ran into bugs, and had to create implementations for features which are standard in other game engines from scratch. IT WAS A LOT OF FUN. Highlights (according to me) are: - Pathfinding (at first we had an A* implementation but it was unable to deal with pixel tracking as it was gridbased) - Unit code (there is so much of it! Though, that would be the least impressive aspect of the unit code, go look at it) -Tile expansion (uses something really fancy I forgot the name of) For the art I used ADOBE PHOTOSHOP to mockup maps and the pallete. We use the extended PICO-8 pallete. Specifically I used Photoshop to make sure the pallete is color blind friendly and tried to implement it as such. Animations and spritework all created within PICO-8. Sounds and music created within PICO-8.
Installation Instructions: 

Play the game on



Use the mouse to select units: Left mouse button and drag. OR Left click desired unit.
Merge units: Select one unit and Right click the unit you want to merge with.
Move selected unit(s): Right click on the desired destination on the map.
Exploring the map: Pan the screen by moving your mouse close to the border of the screen.

Units will auto-attack enemy units in their path.

Unfortunately we were not able to add alternate ways to control the game during GGJ 2020


Check out the game abstract here.

The team consisted of four programmers and one artist.  

Thomas Groot (SpinazieSin): Programming, Game Design

Michiel Van Der Meer (m0re4u): Programming, Game Design

Jonathan Gerbscheid (Rockfor): Programming, Game Design, Sound design/music

Teresa Bucho (TeresaB): Programming, Game Design

Luan Stotijn (LuxsArt): Art/VisDev, Game Design, Accessability 

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