Thanks! By “lighter feedback,” I meant combat felt less punchy visually. Turret shots hit the boss with almost no impact—quick hit-flash, small camera shake, and a brief impact VFX/SFX would help. When the boss smashed things, the hits lacked buildup/impact—some wind-up and a stronger burst/debris would sell it. Our spawned units also died with little readability—small damage numbers, a death puff, or a quick outline would make it clearer. Building feedback was great; bringing that punch into combat would lift the whole experience.