Quick Scoop

To make a giant vs tiny Roblox game, build a simple size-change system, then design the map so big and small players each have different paths and obstacles. Roblox tutorials show two common ways to do it: scaling the character directly with body scale values, or using a touch-triggered object like a potion/pad that changes size when a player interacts with it.

Core idea

The cleanest setup is:

  1. Make a size pad, potion, or zone.
  2. When a player touches it, change their character scale.
  3. Reset walk speed and jump power so movement still feels fair.
  4. Build obstacles that only giant players or tiny players can solve.

A beginner-friendly script example uses BodyWidthScale, BodyDepthScale, BodyHeightScale, and HeadScale to shrink a character to 0.5 or return them to 1.

Simple Roblox approach

Use one script on a part in Workspace. When touched, it finds the player’s Humanoid and changes the scaling values. A grow version sets scale values to 1 or higher, while a shrink version can set them to 0.5.

lua

script.Parent.Touched:Connect(function(hit)
	local character = hit.Parent
	local humanoid = character:FindFirstChild("Humanoid")
	if humanoid then
		humanoid.BodyWidthScale.Value = 2
		humanoid.BodyDepthScale.Value = 2
		humanoid.BodyHeightScale.Value = 2
		humanoid.HeadScale.Value = 2
	end
end)

For a tiny version, switch those values to something like 0.5 instead of 2.

Map design

The game becomes fun when the level is built around size differences, not just the script. Giant players can move heavy objects, reach high ledges, or break barriers, while tiny players can fit through vents, sneak under doors, or cross narrow pipes. Videos about giant-vs-tiny Roblox obbies show this exact idea: changing size becomes the core mechanic for finishing the course.

Good map ideas:

  • A giant-only bridge that collapses for tiny players.
  • A tiny tunnel system that giants cannot enter.
  • Buttons that require both sizes to activate different areas.
  • A race where players swap sizes mid-course.

Gameplay loop

A strong loop is:

  1. Spawn as normal size.
  2. Find a grow or shrink zone.
  3. Use the new size to solve a section.
  4. Switch again to progress.

That loop keeps the game moving and gives you easy places to add checkpoints, collectibles, and team-based puzzles. Roblox growth-and-shrinking tutorials show that touch-triggered size changes are simple enough for beginners, so most of the challenge is really in level design.

Polishing it

To make it feel good:

  • Add sound effects when size changes.
  • Add particles or a glow on the potion/pad.
  • Use cooldowns so players cannot spam size changes.
  • Test camera behavior at very large and very small sizes.
  • Adjust jump power and walk speed after scaling so controls do not feel broken.

If you want the game to feel more like a polished obby, keep the size changes readable and obvious so players always know whether they should be giant or tiny next.

TL;DR

Build a touch-based grow/shrink system, then design obstacles that only giant or tiny characters can solve. The easiest technical path is scaling the character’s body values on touch, which is a common Roblox Studio method in current tutorials.

Would you like a full Roblox Studio script for a giant/tiny pad system?