diff --git a/Assets/Source/Scripts/Pong/Ball/PongBall.cs b/Assets/Source/Scripts/Pong/Ball/PongBall.cs
index 42b4d53..11df1e8 100644
--- a/Assets/Source/Scripts/Pong/Ball/PongBall.cs
+++ b/Assets/Source/Scripts/Pong/Ball/PongBall.cs
@@ -1,4 +1,15 @@
//namespace Pong.Ball;
+<<<<<<< HEAD
+=======
+///
+/// PongBall: controls the logic for what happens on score and on rebound
+/// Initialize: is what happens to the ball when the game begins
+/// Serve: happens when the ball intializes/resets
+/// Destroy Ball: gets rid of sprite
+/// Reset: brings back the spite (repositioned)
+///
+
+>>>>>>> f106512 (Added summary via comments on headers & other important files)
using Pong.Ball;
using System;
@@ -102,11 +113,14 @@ public void Initialize(Player server) {
//Debug.Log(angle);
serveAngles.Push((angle, desire));
+<<<<<<< HEAD
//TODO: debug
/*if (i == 10) {
break;
}*/
+=======
+>>>>>>> f106512 (Added summary via comments on headers & other important files)
}
// the Player serving is the one on the offensive
diff --git a/Assets/Source/Scripts/Pong/Ball/PongBallController.cs b/Assets/Source/Scripts/Pong/Ball/PongBallController.cs
index 6188b00..79ad68a 100644
--- a/Assets/Source/Scripts/Pong/Ball/PongBallController.cs
+++ b/Assets/Source/Scripts/Pong/Ball/PongBallController.cs
@@ -1,4 +1,16 @@
//namespace Pong.Ball;
+<<<<<<< HEAD
+=======
+///
+/// PongBallController Class: Manages the behavior, movement, and interactions of the pong ball in the game.
+/// - MoveLocal(): Handles the core movement logic, including:
+/// 1. Scoring: Triggers OnScore() when hitting left/right boundaries.
+/// 2. Rebounding: Uses Rebounder's forceMap to change trajectory when colliding with a player's stick.
+/// 3. Vertical Wall Collisions: Reverses y-axis velocity when hitting top/bottom walls.
+///
+
+
+>>>>>>> f106512 (Added summary via comments on headers & other important files)
using Pong.Ball;
using System;
diff --git a/Assets/Source/Scripts/Pong/GameManager.cs b/Assets/Source/Scripts/Pong/GameManager.cs
index 56fea0c..cd983dc 100644
--- a/Assets/Source/Scripts/Pong/GameManager.cs
+++ b/Assets/Source/Scripts/Pong/GameManager.cs
@@ -20,7 +20,11 @@ public partial class GameManager : MonoBehaviour
// CONTEXT: public => reference in the Unity Editor
public string player1Name = PlayerData.NO_NAME, player2Name = PlayerData.NO_NAME;
public float playerSpeedVP = 1.00f; // per second; travel 100% vertical screen size in one second
+<<<<<<< HEAD
public float ballSpeedVP = 0.45f; // per second; travel 45% horizontal screen size in one second
+=======
+ public float ballSpeedVP = 0.65f; // per second; travel 45% horizontal screen size in one second
+>>>>>>> f106512 (Added summary via comments on headers & other important files)
public float ballServeMaxAngle = (3f / 7f) * Mathf.PI;
public float ballBounceMaxAngle = (3f / 7f) * Mathf.PI;
public uint scoreToWin = GameConstants.DEFAULT_WIN_SCORE;
diff --git a/Assets/Source/Scripts/Pong/GamePlayer/Force/ForceMap.cs b/Assets/Source/Scripts/Pong/GamePlayer/Force/ForceMap.cs
index 57efc48..b2a29cf 100644
--- a/Assets/Source/Scripts/Pong/GamePlayer/Force/ForceMap.cs
+++ b/Assets/Source/Scripts/Pong/GamePlayer/Force/ForceMap.cs
@@ -1,4 +1,13 @@
//namespace Pong.GamePlayer.Force;
+<<<<<<< HEAD
+=======
+///
+/// Pong.GamePlayer.ForceMap: helps calculate the force/physics of the ball
+/// ApplyAt: manages the velocity/collision of the ball & paddle
+/// CalculateRelativeAngle: determines what angle the paddle hit the ball
+/// IsNormalAngle: decides if the angle hit at was normal
+///
+>>>>>>> f106512 (Added summary via comments on headers & other important files)
using Pong.GamePlayer.Force;
using System.Collections;
diff --git a/Assets/Source/Scripts/Pong/GamePlayer/Player.cs b/Assets/Source/Scripts/Pong/GamePlayer/Player.cs
index 4d60f5d..09310ed 100644
--- a/Assets/Source/Scripts/Pong/GamePlayer/Player.cs
+++ b/Assets/Source/Scripts/Pong/GamePlayer/Player.cs
@@ -1,4 +1,15 @@
//namespace Pong.GamePlayer;
+<<<<<<< HEAD
+=======
+///
+/// Player Class: Manages player attributes, controls, and physics in the game. Serves as the backbone for each player's interaction with the game environment.
+/// - playerData: Stores data for machine learning and save/loading features.
+/// - scoreboard: Manages the player's score.
+/// - CreateNew(): Initializes a new player, giving them a name and setting up their paddle and scoreboard.
+/// - ScorePoint(): Adds a point to the scoreboard and updates any relevant data.
+///
+
+>>>>>>> f106512 (Added summary via comments on headers & other important files)
using Pong.GamePlayer;
using System.Collections;
diff --git a/Assets/Source/Scripts/Pong/GamePlayer/_Pong-GamePlayer.cs b/Assets/Source/Scripts/Pong/GamePlayer/_Pong-GamePlayer.cs
index f92133c..5a517b7 100644
--- a/Assets/Source/Scripts/Pong/GamePlayer/_Pong-GamePlayer.cs
+++ b/Assets/Source/Scripts/Pong/GamePlayer/_Pong-GamePlayer.cs
@@ -1,4 +1,12 @@
+<<<<<<< HEAD
// * NAMESPACE HEADER FILE
+=======
+///
+/// File seems to unify the player controls, and later the data for the AI
+/// PlayerData: not currently implemented but will be crucial later for letting the AI control the paddle
+/// PlayerControls: synthesizes the controls for players by deciding what each key decides
+///
+>>>>>>> f106512 (Added summary via comments on headers & other important files)
using System.Collections;
using System.Collections.Generic;
diff --git a/Assets/Source/Scripts/Pong/_Pong.cs b/Assets/Source/Scripts/Pong/_Pong.cs
index 699b313..696a613 100644
--- a/Assets/Source/Scripts/Pong/_Pong.cs
+++ b/Assets/Source/Scripts/Pong/_Pong.cs
@@ -1,5 +1,13 @@
// * NAMESPACE HEADER FILE
-
+<<<<<<< HEAD
+
+=======
+///
+/// Overall this file is a good storage place for a lot of variables that can be updated to quickly change the game logic, rules, and general play
+/// GameConstants: contains constans for winning score, balls center, the position of the paddles
+/// GameCache: creates a cache to store relevant variables that can be updated during the game by other classes
+///
+>>>>>>> f106512 (Added summary via comments on headers & other important files)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;