 
 const unsigned long DEFAULT_TURN_DURATION = 60000; // The time in milliseconds that game lasts
 unsigned long turnDuration = DEFAULT_TURN_DURATION;
-const float beepingRatio = 0.95; // Percentage of the remaining time that should we beep
+const float beepingRatio = 0.95; // Percentage of the remaining time that should we beep. Controls how often we will beep
 unsigned long timeToBeep = (float) DEFAULT_TURN_DURATION * beepingRatio;
 volatile bool watchDogBarked = false;
 bool watchDogEnabled = false;


const unsigned long remindBeepDuration = 50; // How long in milliseconds we should beep to "stress" the user

const unsigned long TIME_TO_PASS_THE_BALL = 3000; // How long in milliseconds the player has in order to pass the ball after immobility is detected
const unsigned int ACC_THRESHOLD = 80; // The threshold (of analogRead values) over which we register a "movement" (experimentally determined)
const unsigned int IMMOBILITY_THRESHOLD = 20; // The threshold of the amount of times the analogRead values were below the acceleration threshold
unsigned int prevAccReading = 0; // The last reading by the accelerometer. We start it by 0 but it should not practically make a big differnece
unsigned int immobilityCounter = 0;
bool fastCountdownMode = false;

        /* --- Main game logic --- */
        if (elapsedTime >= turnDuration) { // End of game
          // Play a sound and vibration sequence to indicate the end of a game due to timeout
          startVibrating();
          ringFor(50);
          delay(50);
          ringFor(50);
          delay(50);
          ringFor(800);
          stopVibrating();
          currentState = DEEP_SLEEP;
