What problem does it solve? Games often feel flat because hits lack feedback. This Skill installs three coordinated feedback systems in a Summer Engine (Godot) project so a single hit simultaneously triggers a visual flash, camera shake, and audio ducking, making combat and impacts feel punchy. ## Core Features & Use Cases - Hit Flash: Pulses the damaged body's mesh to white for ~0.08s using a tweened StandardMaterial3D override that cancels cleanly on rapid re-hits. - Trauma-Based Camera Shake: Adds an accumulating trauma value (0-1) with quadratic falloff to the existing Camera3D, so big hits shake hard while small hits stay subtle, with per-frame offset subtraction to prevent rotation drift. - Audio Ducking: Registers an AudioDucker autoload that briefly lowers Music/Ambient bus volumes as offsets from captured initial levels, preserving user volume preferences while letting impact SFX punch through. - Use Case: A player says combat feels lifeless. The Skill inspects the scene via Summer MCP tools, adds HitFlash to the enemy, CameraShake to the player camera, the AudioDucker autoload, and wires them all to the enemy's damaged signal with per-hit intensity scaling. ## Quick Start Ask the agent to add hit feedback, camera shake, and audio ducking so combat hits feel impactful in my Summer Engine game.