Thank you for the comment. Basically, the idea behind shooting out an unowned blob as a projectile adds to the overlap-slowing mechanic. When you want to chase someone, you might want to shoot a projectile to slow them; on hit, they'd choose between escaping, but you should have a better time chasing them because of the slow effect, or absorbing your projectile (which also slows) and fighting back. When you are escaping, the chaser is faced with the same options: to be slowed by your projectile or just absorb it, plus shooting it out has a recoil which gives you a little boost. I didn't have the time to tune the numbers and how much it slows to make this a more powerful mechanic, but generally I like how it plays into the whole system. Thanks for your constructive comment!