diff --git a/frontend/core/src/com/gameware/game/sprites/LoadingText.java b/frontend/core/src/com/gameware/game/sprites/LoadingText.java
index bb70ce29a4dd5fb3c1b7829a07f069ad9662855e..d709c496f1daa7422978edc8ebcf3712dfc3a5e6 100644
--- a/frontend/core/src/com/gameware/game/sprites/LoadingText.java
+++ b/frontend/core/src/com/gameware/game/sprites/LoadingText.java
@@ -4,6 +4,8 @@ import com.badlogic.gdx.Gdx;
 import com.badlogic.gdx.graphics.Texture;
 import com.badlogic.gdx.graphics.g2d.SpriteBatch;
 
+// This is the "Loading..." text that can be seen throughout the application
+
 public class LoadingText extends Sprite {
     private boolean isLoading = false;
     private boolean firstUpdateFinished = false;
diff --git a/frontend/core/src/com/gameware/game/sprites/PauseButton.java b/frontend/core/src/com/gameware/game/sprites/PauseButton.java
index 4105e7effcf306bfbbaa243011858e158afa2a49..ac74936573816e66a52e59c6617f18c2ed2be0ff 100644
--- a/frontend/core/src/com/gameware/game/sprites/PauseButton.java
+++ b/frontend/core/src/com/gameware/game/sprites/PauseButton.java
@@ -7,6 +7,8 @@ import com.badlogic.gdx.math.Vector3;
 
 import javax.xml.soap.Text;
 
+// This is the pause button that is accessible in all minigames
+
 public class PauseButton extends Sprite {
     private Texture blackButtonTexture;
     private Texture whiteButtonTexture;
diff --git a/frontend/core/src/com/gameware/game/sprites/bubbleWrapSprites/Bubble.java b/frontend/core/src/com/gameware/game/sprites/bubbleWrapSprites/Bubble.java
index 3374f9be62890cb97d0276440e9f4fe66d2f15cc..8e00a33b1f9248a88613e33e6eb9448552cdae8f 100644
--- a/frontend/core/src/com/gameware/game/sprites/bubbleWrapSprites/Bubble.java
+++ b/frontend/core/src/com/gameware/game/sprites/bubbleWrapSprites/Bubble.java
@@ -12,6 +12,8 @@ import com.gameware.game.sprites.Sprite;
 import java.util.ArrayList;
 import java.util.Random;
 
+// This is the bubble seen in the Bubble Wrap minigame
+
 public class Bubble extends Sprite {
     private boolean textureChanged = false;
     private ArrayList<Texture> poppedTextures;
diff --git a/frontend/core/src/com/gameware/game/sprites/colorRushSprites/ColorRushButton.java b/frontend/core/src/com/gameware/game/sprites/colorRushSprites/ColorRushButton.java
index 6cf67a14ee76192d457d0d7fbecd2186ae82e60b..0f81ffcc92b60e3d00d8c6a14331dde81bb6df27 100644
--- a/frontend/core/src/com/gameware/game/sprites/colorRushSprites/ColorRushButton.java
+++ b/frontend/core/src/com/gameware/game/sprites/colorRushSprites/ColorRushButton.java
@@ -8,6 +8,8 @@ import com.badlogic.gdx.math.Vector3;
 import com.gameware.game.GameWare;
 import com.gameware.game.sprites.Sprite;
 
+// These are the buttons that needs to be pressed according to the matching color of the target in the Color Rush minigame
+
 public class ColorRushButton extends Sprite {
     private Texture mainTexture;
     private Texture disabledTexture;
diff --git a/frontend/core/src/com/gameware/game/sprites/colorRushSprites/ColorRushTarget.java b/frontend/core/src/com/gameware/game/sprites/colorRushSprites/ColorRushTarget.java
index f637e5eb31241976a364fd9cc47c0ed21511b16d..d8c1c5d49ecde0a027ab0872a0ed87d3ba91d9bf 100644
--- a/frontend/core/src/com/gameware/game/sprites/colorRushSprites/ColorRushTarget.java
+++ b/frontend/core/src/com/gameware/game/sprites/colorRushSprites/ColorRushTarget.java
@@ -6,6 +6,8 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch;
 import com.badlogic.gdx.math.Vector3;
 import com.gameware.game.sprites.Sprite;
 
+// This is the block that you need to press the matching color to remove in the Color Rush minigame
+
 public class ColorRushTarget extends Sprite {
      private int nextHeight;
     private Vector3 velocity;
diff --git a/frontend/core/src/com/gameware/game/sprites/fruitSlicerSprites/Fruit.java b/frontend/core/src/com/gameware/game/sprites/fruitSlicerSprites/Fruit.java
index 8489edb2cd8aeed853fac5aa5bdf0c134aa4b618..fd6c5a278bd14e3e8a3c81ac49a43f9b7dba82a9 100644
--- a/frontend/core/src/com/gameware/game/sprites/fruitSlicerSprites/Fruit.java
+++ b/frontend/core/src/com/gameware/game/sprites/fruitSlicerSprites/Fruit.java
@@ -7,6 +7,7 @@ import com.badlogic.gdx.graphics.g2d.TextureRegion;
 import com.badlogic.gdx.math.Vector3;
 import com.gameware.game.sprites.Sprite;
 
+// This is the fruit that can be chopped in the Fruit Slicer minigame
 
 public class Fruit extends Sprite {
     private Vector3 cutPosition1;
@@ -132,6 +133,7 @@ public class Fruit extends Sprite {
 
     @Override
     public void dispose() {
+        // Nothing to dispose
     }
 
     public boolean isDisposable() {
diff --git a/frontend/core/src/com/gameware/game/sprites/fruitSlicerSprites/SlicingCircle.java b/frontend/core/src/com/gameware/game/sprites/fruitSlicerSprites/SlicingCircle.java
index afd921a8bed380ffce1776c462d469e5ab69eeb0..b2a84d184243d14e91c155fcda701893b783e37a 100644
--- a/frontend/core/src/com/gameware/game/sprites/fruitSlicerSprites/SlicingCircle.java
+++ b/frontend/core/src/com/gameware/game/sprites/fruitSlicerSprites/SlicingCircle.java
@@ -6,6 +6,8 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch;
 import com.badlogic.gdx.math.Vector3;
 import com.gameware.game.sprites.Sprite;
 
+// This is the circle trail that are left when slicing in the Fruit Slicer minigame
+
 public class SlicingCircle extends Sprite {
     private Texture slicingVFX;
     private int originalWidth;
diff --git a/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/ConfirmationBox.java b/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/ConfirmationBox.java
index f8760192e28c6d639ddd1cb30bdf60f4f1f3e2b5..5e88acb27a8b25e7817e461666a08661c7120c0d 100644
--- a/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/ConfirmationBox.java
+++ b/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/ConfirmationBox.java
@@ -6,6 +6,8 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch;
 import com.badlogic.gdx.math.Vector3;
 import com.gameware.game.sprites.Sprite;
 
+// This is the confirmation box when trying to exit a minigame when in the pause state
+
 public class ConfirmationBox extends Sprite {
     private Texture boxTexture;
 
diff --git a/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/PauseCircle.java b/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/PauseBackgroundCircle.java
similarity index 92%
rename from frontend/core/src/com/gameware/game/sprites/pauseStateSprites/PauseCircle.java
rename to frontend/core/src/com/gameware/game/sprites/pauseStateSprites/PauseBackgroundCircle.java
index 9a9fe52ab32ae30fb9e69b38136da64e2b3e6164..a2a53677c5da2ceb1dc1d1b4b1f648041e9bdd80 100644
--- a/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/PauseCircle.java
+++ b/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/PauseBackgroundCircle.java
@@ -7,12 +7,14 @@ import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
 import com.badlogic.gdx.math.Vector3;
 import com.gameware.game.sprites.Sprite;
 
-public class PauseCircle extends Sprite {
+// These are the animated circles that can be seen in the background of the pause state
+
+public class PauseBackgroundCircle extends Sprite {
     private int radius;
     private Vector3 velocity;
     private ShapeRenderer sr;
 
-    public PauseCircle(){
+    public PauseBackgroundCircle(){
         this.position = new Vector3();
         this.velocity = new Vector3();
 
diff --git a/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/PauseMenuButton.java b/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/PauseMenuButton.java
index 001e3b3a3f598d1b705db92ebe53b996d8ff2910..8213a34de0e7524261e373ceb505f30893185007 100644
--- a/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/PauseMenuButton.java
+++ b/frontend/core/src/com/gameware/game/sprites/pauseStateSprites/PauseMenuButton.java
@@ -5,6 +5,8 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch;
 import com.badlogic.gdx.math.Vector3;
 import com.gameware.game.sprites.Sprite;
 
+// This is the button used for "Resume" and "Exit" in the pause state
+
 public class PauseMenuButton extends Sprite {
     private Texture buttonTexture;
 
diff --git a/frontend/core/src/com/gameware/game/states/PauseState.java b/frontend/core/src/com/gameware/game/states/PauseState.java
index ea14fa950749fc0d048ec2b41000c922e12753c6..0185014ef96e9db1add2c80063adaf38242a7a04 100644
--- a/frontend/core/src/com/gameware/game/states/PauseState.java
+++ b/frontend/core/src/com/gameware/game/states/PauseState.java
@@ -7,7 +7,7 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch;
 import com.gameware.game.GameWare;
 import com.gameware.game.sprites.pauseStateSprites.ConfirmationBox;
 import com.gameware.game.sprites.LoadingText;
-import com.gameware.game.sprites.pauseStateSprites.PauseCircle;
+import com.gameware.game.sprites.pauseStateSprites.PauseBackgroundCircle;
 import com.gameware.game.sprites.pauseStateSprites.PauseMenuButton;
 import com.gameware.game.states.games.PlayStateUnion;
 
@@ -42,7 +42,7 @@ public class PauseState extends State {
     private boolean needsConfirmation;
 
 //    Widgets
-    private List<PauseCircle> pauseCircles;
+    private List<PauseBackgroundCircle> pauseBackgroundCircles;
     private ConfirmationBox confirmationBox;
     private PauseMenuButton resumeButton;
     private PauseMenuButton exitButton;
@@ -63,7 +63,7 @@ public class PauseState extends State {
         this.countdownDurationLeft = 3f;
         this.countdownStarted = false;
 
-        this.pauseCircles = new ArrayList<PauseCircle>();
+        this.pauseBackgroundCircles = new ArrayList<PauseBackgroundCircle>();
 
         this.pausedGame = pausedGame;
         this.originalFontColor = new Color(this.pausedGame.getFontColor());
@@ -85,7 +85,7 @@ public class PauseState extends State {
 
 
         for(int i = 0; i<25; i++){
-            this.pauseCircles.add(new PauseCircle());
+            this.pauseBackgroundCircles.add(new PauseBackgroundCircle());
         }
     }
 
@@ -146,7 +146,7 @@ public class PauseState extends State {
         // If the user has pressed the resume button the countdown has started
         if(this.countdownStarted){
             this.countdownDurationLeft -= dt;
-            this.countdownNumberTexture = this.countdownNumbers.get(Math.min(Math.max((int) (this.countdownDurationLeft),0), 3));
+            this.countdownNumberTexture = this.countdownNumbers.get(Math.min(Math.max((int) (this.countdownDurationLeft),0), 2));
 
             // If the countdown has finished we resume the game
             if(this.countdownDurationLeft <= 0){
@@ -157,7 +157,7 @@ public class PauseState extends State {
             }
         }
 
-        for(PauseCircle pc : this.pauseCircles){
+        for(PauseBackgroundCircle pc : this.pauseBackgroundCircles){
             pc.update(dt);
         }
     }
@@ -173,7 +173,7 @@ public class PauseState extends State {
 
 
         // Animated circles
-        for(PauseCircle pc : pauseCircles){
+        for(PauseBackgroundCircle pc : pauseBackgroundCircles){
             pc.draw(sb);
         }
 
@@ -213,7 +213,7 @@ public class PauseState extends State {
 
     @Override
     public void dispose() {
-        for(PauseCircle pc : pauseCircles){
+        for(PauseBackgroundCircle pc : pauseBackgroundCircles){
             pc.dispose();
         }
 
diff --git a/frontend/core/src/com/gameware/game/states/games/BubbleWrapState.java b/frontend/core/src/com/gameware/game/states/games/BubbleWrapState.java
index 334e2e9666604bc00c1fdb4d3d286e408b96d47e..ea1a08c3d1656a5964f44e4377fc131e767e7e91 100644
--- a/frontend/core/src/com/gameware/game/states/games/BubbleWrapState.java
+++ b/frontend/core/src/com/gameware/game/states/games/BubbleWrapState.java
@@ -28,7 +28,7 @@ public class BubbleWrapState extends PlayStateUnion {
     public BubbleWrapState(GameStateManager gsm) {
         super(gsm);
         super.setPauseButtonWhite();
-        super.setTotalGameTime(20f);
+        super.setTotalTimeLimit(20f);
         super.setFontColorWhite();
         super.setThumbnail(new Texture(Gdx.files.internal("gameTextures/BubbleWrap/bubbleWrapPhotoEdit.png")));
 
@@ -62,7 +62,7 @@ public class BubbleWrapState extends PlayStateUnion {
             // Keeps score consistent
             // One point per bubble popped, plus three points for each second of remaining time. Time bonus is only given if the player pops all the bubbles.
             if(this.poppedBubbles == this.bubbles.size()){
-                score = this.poppedBubbles + Math.max(Math.round((super.getTotalGameTime() - super.getCurrentDuration())*3), 0);
+                score = this.poppedBubbles + Math.max(Math.round((super.getTotalTimeLimit() - super.getCurrentDuration())*3), 0);
             }
             else{
                 score = this.poppedBubbles;
diff --git a/frontend/core/src/com/gameware/game/states/games/ColorRushState.java b/frontend/core/src/com/gameware/game/states/games/ColorRushState.java
index 5ef9088bd3c13037d8b92e6de458cba6ed3b119a..ba6487b565d588ca1b0282628d58f038dd926a08 100644
--- a/frontend/core/src/com/gameware/game/states/games/ColorRushState.java
+++ b/frontend/core/src/com/gameware/game/states/games/ColorRushState.java
@@ -27,7 +27,7 @@ public class ColorRushState extends PlayStateUnion {
     public ColorRushState(GameStateManager gsm){
         super(gsm);
         super.setThumbnail(new Texture(Gdx.files.internal("gameTextures/ColorRush/colorRushPhotoEdit.png")));
-        super.setTotalGameTime(30f);
+        super.setTotalTimeLimit(30f);
 
         // Creates the background
         this.background = new Texture(Gdx.files.internal("gameTextures/ColorRush/ColorRushBackground.jpg"));
diff --git a/frontend/core/src/com/gameware/game/states/games/FruitSlicerState.java b/frontend/core/src/com/gameware/game/states/games/FruitSlicerState.java
index 82c2c37dc90197386fd055e25971edc5255642e1..1ede5d00dcb8b8d718b6b0589823917e8b18af63 100644
--- a/frontend/core/src/com/gameware/game/states/games/FruitSlicerState.java
+++ b/frontend/core/src/com/gameware/game/states/games/FruitSlicerState.java
@@ -33,7 +33,7 @@ public class FruitSlicerState extends PlayStateUnion {
 
     public FruitSlicerState(GameStateManager gsm) {
         super(gsm);
-        super.setTotalGameTime(60f);
+        super.setTotalTimeLimit(45f);
         super.setThumbnail(new Texture(Gdx.files.internal("gameTextures/FruitSlicer/FruitSlicerPhotoEdit.png")));
         super.setFontColorWhite();
         super.setPauseButtonWhite();
@@ -108,7 +108,7 @@ public class FruitSlicerState extends PlayStateUnion {
         this.timeSinceLastEmit += dt;
 
         // Increases the emiting frequency towards the endingEmitFrequency as the game gets closer to the end
-        float currentFrequency = (float) (this.startingEmitFrequency - (this.startingEmitFrequency - this.endingEmitFrequency) * Math.min(super.getCurrentDuration() / (super.getTotalGameTime() * 0.6), 1));
+        float currentFrequency = (float) (this.startingEmitFrequency - (this.startingEmitFrequency - this.endingEmitFrequency) * Math.min(super.getCurrentDuration() / (super.getTotalTimeLimit() * 0.6), 1));
 
         // Emits a new fruit
         if(this.timeSinceLastEmit > currentFrequency){
diff --git a/frontend/core/src/com/gameware/game/states/games/PlayStateUnion.java b/frontend/core/src/com/gameware/game/states/games/PlayStateUnion.java
index 23b18b80c3e99cc3b105c8229b9d1b216692d1af..76d9c16cd9b945e30adce3c2f86212109c0bda1d 100644
--- a/frontend/core/src/com/gameware/game/states/games/PlayStateUnion.java
+++ b/frontend/core/src/com/gameware/game/states/games/PlayStateUnion.java
@@ -47,7 +47,7 @@ public abstract class PlayStateUnion extends State {
 
 //    Game values
     private int score;
-    protected float totalGameTime = 0f;
+    protected float totalTimeLimit = 0f;
     protected float currentDuration = 0f;
 
 //    Game objects
@@ -90,13 +90,13 @@ public abstract class PlayStateUnion extends State {
         this.loadingText.update(dt);
 
         // If the game has a total game time (if the game is time-based)
-        if(this.totalGameTime > 0f) {
+        if(this.totalTimeLimit > 0f) {
             // Increases the current duration, used to keep track of the play duration and stop the game
             // after a while
             this.currentDuration += dt;
 
             // Set score and start rendering the loading text if the game is over
-            if (this.currentDuration > this.totalGameTime) {
+            if (this.currentDuration > this.totalTimeLimit) {
                 this.setGameFinished();
                 return;
             }
@@ -137,10 +137,10 @@ public abstract class PlayStateUnion extends State {
     // Renders the text - This is used by this class' render method as well as by the PauseState
     public void renderText(SpriteBatch sb){
         // Shows the current duration if it's supposed to be visible and the game is time-based
-        if(this.timeLeftVisible && this.totalGameTime > 0f) {
+        if(this.timeLeftVisible && this.totalTimeLimit > 0f) {
             sb.begin();
             // Time left
-            this.font.draw(sb, "Time: " + String.valueOf(Math.max(Math.round((this.totalGameTime - this.currentDuration) * 100), 0.00) / 100.0), Gdx.graphics.getWidth() / 40, Gdx.graphics.getHeight() - Gdx.graphics.getHeight() / 20);
+            this.font.draw(sb, "Time: " + String.valueOf(Math.max(Math.round((this.totalTimeLimit - this.currentDuration) * 100), 0.00) / 100.0), Gdx.graphics.getWidth() / 40, Gdx.graphics.getHeight() - Gdx.graphics.getHeight() / 20);
             sb.end();
         }
 
@@ -254,8 +254,8 @@ public abstract class PlayStateUnion extends State {
         this.font.setColor(color);
     }
 
-    public void setTotalGameTime(float totalGameTime){
-        this.totalGameTime = totalGameTime;
+    public void setTotalTimeLimit(float totalTimeLimit){
+        this.totalTimeLimit = totalTimeLimit;
     }
 
     public void setCurrentDuration(float currentDuration){
@@ -276,8 +276,8 @@ public abstract class PlayStateUnion extends State {
         return this.currentDuration;
     }
 
-    public float getTotalGameTime(){
-        return this.totalGameTime;
+    public float getTotalTimeLimit(){
+        return this.totalTimeLimit;
     }
 
     public Texture getThumbnail(){