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Thanks for liking the aesthetics! Not having a split was an explicit design choice because I intended to make overlap and speed penalty a core mechanic. Adding splitting on top kinda breaks the design and the simplicity of each in-game entity's one-to-one ownership system. The speed problem in my design is supposed to be balanced out with the speed upgrades, making the core game loop as follows: absorb -> grow -> upgrade -> repeat. Since you can upgrade infinitely, you can use the upgrades to offset the speed penalty of growth. I must admit that the time window was too short for me to properly tune the numbers to a more desirable state, but I think as a jam PoC achieved what I'm designing for. Thanks again for your constructive comment!