Oozes
Quantities of slime slowly spreading downwards. This was pretty simple: an ooze is a roughly triangular shape that becomes taller over time. I generated the shape as a polygon with a straight upper edge, a lowest point roughly in the bottom middle, and some up and down next to it. Then I applied a scaling factor over time to make extend downwards.
Droplets
Once an ooze has reached its terminal length, it might spawn a droplet: a little bit of free-flying slime. Breaking slime ropes can also produce droplets flying in more unpredictable directions. So these move in 3D space until they hit the table, at which point they turn into splashes.
Splashes
Once droplets hit the table, they turn into irregular stains that slowly spread out. Now you might think that this was as easy as the other two things, but no! I spent time more on getting the splashes to look right than I did on the whole slime ropes thing from the previous post. That's game development for you.
I wanted the splashes to spread quickly and evenly at first, like a growing circle. And then more irregularly and ever more slowly, as the decreasing volume of slime has to contend with the texture of the table, leading to an irregular final shape. So I tried a whole bunch of time-based functions until I hit upon adding both a fast-decaying and a slow-decaying time factor, which I think works.
Here's everything put together, which I think is pretty good:

(Biomechanical tentacles compel you to subscribe to my mailing list.)