         playOrbInRandomOrder()
         
         // Transition to Gameplay
-        dispatch_after(dispatch_time(DISPATCH_TIME_NOW, Int64(8.5 * Double(NSEC_PER_SEC))), dispatch_get_main_queue(), {
+        dispatch_after(dispatch_time(DISPATCH_TIME_NOW, Int64(DELAY_BEFORE_SWITCH_SCREEN * Double(NSEC_PER_SEC))), dispatch_get_main_queue(), {
             self.switchToGameplayScene()
         })
     }

    // Constants
    private let MIDSCREEN: CGPoint = CGPointMake(UIScreen.mainScreen().bounds.size.width / 2, UIScreen.mainScreen().bounds.size.height / 2)
    private let ORB_RADIUS: CGFloat = 30
    
    // MARK: Lifecycle
    override func didMoveToView(view: SKView) {

        var delay: Double = 0
        var counter: CGFloat = 0
        for element in orbArray {
            var sequence = SKAction.sequence([SKAction.waitForDuration(delay), SKAction.scaleTo(5, duration: ORB_ANIMATION_DURATION)])
            switch element.intValue {
            case 1:
                if let cyanOrb = cyanOrb {
