In the BombFeature.cs C# script class, we could add some logic to the Explode() method before the bomb GameObject is destroyed. Since we've displayed an explosion, we could use, for example, Physics.OverlapSphere(...) to get an array of all the colliders that are in the radius of the sphere that's centered on our bomb's location. Our logic could then loop through those colliders, sending their parent GameObjects (or scripted components) messages about how much damage has been taken, or simply Destroy() the GameObjects of all the colliders in the blast radius's sphere:
private void Explode() {
// create explosion at same location as this player
GameObject explosion = Instantiate(explosionPrefab, transform.position, transform.rotation);
// destroy particle system after 1 second
Destroy(explosion, 1);
// --- do any collision logic for bomb here -----
Collider[] hitColliders...