 const unsigned int ACCELEROMETER_IN = PB3;
 const unsigned int ACCELEROMETER_POWER = PB4;
 
-const unsigned long TURN_DURATION = 2 * 60 * 1000; // The time in milliseconds that each person can talk
+const unsigned long TURN_DURATION = 120000; // The time in milliseconds that each person can talk
+unsigned long halfOfRemainingTime = TURN_DURATION / 2;
 volatile bool watchDogBarked = false;
 bool watchDogEnabled = false;
 const WatchDogTimeout gameWdt = WDT_1sec;

        watchDogBarked = false;
        watchDogEnabled = false;
        elapsedTime += getTimeoutDuration();
        // Main game logic to follow
        if (elapsedTime >= TURN_DURATION) {
          // Play a sound and vibration sequence to indicate the end of a game due to timeout
          ringFor(100);

          stopVibrating();
          currentState = DEEP_SLEEP;
          elapsedTime = 0;
          halfOfRemainingTime = TURN_DURATION / 2; // reset the remaining time since the turn is over
        } else if (remainingTime <= halfOfRemainingTime) {
          // Ring when we reach half of the remaining time available
          ringFor(150);
          halfOfRemainingTime /= 2;
        }
      }
      if (buttonPressed) {
