I've been experimenting with shrinking as a gameplay mechanic. Biggest point, the game becomes parkour. Second point, there's a lot of objects whose colliders need to be redone for a small player character. Third point, objects need more visual detail since you are looking real close to them. I can 100% say that shrinking can only exist as a building-exclusive debuff for now. Last point, all buildings need additional objects to spawn in so the player can jump around.
I know jumping around these small colliders will be finicky, so I would like to add some grab ledge type of system. But, it programically sounds like a pain.
Also how should the props react to the player? The scene doesn't have props for this reason. Ideally they should have collision but they also gonna be sent flying at high speeds. Most code doesn't react well with the floor below you suddenly being sent flying, and my code is no different. And if the props do have collision with the player, then they could push the player out of bounds.
Honestly I may just magically lock the props in place and ignore all the issues in the last paragraph. Or even use floating, magical, locked-in-place props as the aesthetic for the parkour.
I was also experimenting on how the giantess will attack the house you are shrunken inside. Gameplay wise it feels like a quick parkour event with a time limit over your head. Visual wise, it's cool to see her feet get ever so close and park themselves outside the window. Reward wise, probably just be teleported out with some highly priced food items.
Ultimately this shrinking event is gonna be a lot of work. I would have to scrap some of the mini-update ideas for this shrinking event to get finished. The update will release at the end of the month, regardless of what I finish.