How would I go about making a temporary 'kills' store for specific players?

Hello, I am making a script so that when a player presses a ‘playButton’ gui, it teleports themselves and another player onto two separate parts. It then gives each player a sword and then I want to set a value for how many kills each player has got, so that I can make a statement like:
while ‘player1’ kills < 5 then
(set new spawn location)
(give sword)
end

Here is my script currently:

local Players = game:GetService("Players")
local player = game.Players.LocalPlayer

local part1 = workspace.Part1
local part2 = workspace.Part2

local team1 = workspace.team1
local team2 = workspace.team2

local standingOnPart1 = nil
local standingOnPart2 = nil


local RemoteEvent = game.ReplicatedStorage:FindFirstChild("RemoteEvent")

local function startEvent()
	
	local SwordGiver = game.ServerStorage.Sword

	local Sword1 = SwordGiver:Clone()
	Sword1.Parent = standingOnPart1.Backpack
	local char = standingOnPart1.Character
	if char then
		local humanoid = char:FindFirstChild("Humanoid")
		if humanoid then
			humanoid:EquipTool(Sword1)
		end
	end

	local Sword2 = SwordGiver:Clone()
	Sword2.Parent = standingOnPart2.Backpack
	local char = standingOnPart2.Character
	if char then
		local humanoid = char:FindFirstChild("Humanoid")
		if humanoid then
			humanoid:EquipTool(Sword2)
		end
	end
end

RemoteEvent.OnServerEvent:Connect(function() -- if any player presses the play button, executes event
	if standingOnPart2 ~= nil and standingOnPart1 ~= nil then
		--Hide playbutton gui
		standingOnPart2.PlayerGui.ScreenGui.Enabled = false
		standingOnPart1.PlayerGui.ScreenGui.Enabled = false
		--Teleports
		workspace[standingOnPart1.Name].HumanoidRootPart.CFrame = CFrame.new(team1.Position.X,team1.Position.Y,team1.Position.Z)
		workspace[standingOnPart1.Name].HumanoidRootPart.CFrame *= CFrame.Angles(0, math.rad(90), 0)
		workspace[standingOnPart2.Name].HumanoidRootPart.CFrame = CFrame.new(team2.Position.X,team2.Position.Y,team2.Position.Z)
		workspace[standingOnPart2.Name].HumanoidRootPart.CFrame *= CFrame.Angles(0, math.rad(270), 0)
		local gameRunning = true
		startEvent() -- triggers function
	end
end)


-----------------------------------------------------

--				PART1 Events				 --

-----------------------------------------------------

-- Touched functions [Events now set each part that was touched to the players name instead of the opposite button]

part1.Touched:Connect(function(TouchedPart) -- Touched

	local Player = Players:GetPlayerFromCharacter(TouchedPart.Parent)

	if Player then -- Check if it found character
		if standingOnPart1 == nil then -- Check if not standing and if not occupied

			part1.BrickColor = BrickColor.new("Teal") -- Set color
			standingOnPart1 = Player
		end	
	end
end)

part1.TouchEnded:Connect(function(TouchedPart)

	local Player = Players:GetPlayerFromCharacter(TouchedPart.Parent)

	if Player then -- Check if it found character
		if standingOnPart1 ~= nil then -- Check if standing and is occupied
			if  standingOnPart1.PlayerGui.ScreenGui.Enabled == true then
				standingOnPart1.PlayerGui.ScreenGui.Enabled = false
			end
			part1.BrickColor = BrickColor.new("Smoky grey") -- Set color
			standingOnPart1 = nil

			if standingOnPart2 ~= nil then
				if standingOnPart2.PlayerGui.ScreenGui.Enabled == true then
					standingOnPart2.PlayerGui.ScreenGui.Enabled = false
				end
			end
		end	
	end
end)

-----------------------------------------------------

--				PART2 Events				 --

-----------------------------------------------------

part2.Touched:Connect(function(TouchedPart) -- Touched

	local Player = Players:GetPlayerFromCharacter(TouchedPart.Parent)

	if Player then -- Check if it found character
		if standingOnPart2 == nil then -- Check if not standing and if not occupied

			part2.BrickColor = BrickColor.new("Teal") -- Set color
			standingOnPart2 = Player
		end	
	end
end)

part2.TouchEnded:Connect(function(TouchedPart)

	local Player = Players:GetPlayerFromCharacter(TouchedPart.Parent)

	if Player then -- Check if it found character
		if standingOnPart2 ~= nil then -- Check if standing and is occupied
			if   standingOnPart2.PlayerGui.ScreenGui.Enabled == true then
				standingOnPart2.PlayerGui.ScreenGui.Enabled = false
			end
			part2.BrickColor = BrickColor.new("Smoky grey") -- Set color
			standingOnPart2 = nil

			if standingOnPart1 ~= nil then
				if  standingOnPart1.PlayerGui.ScreenGui.Enabled == true then
					standingOnPart1.PlayerGui.ScreenGui.Enabled = false
				end
			end
		end	
	end
end)

while task.wait(0) do
	if standingOnPart2 ~= nil and standingOnPart1 ~= nil then -- checks if both players are on top
		standingOnPart2.PlayerGui.ScreenGui.Enabled = true
		standingOnPart1.PlayerGui.ScreenGui.Enabled = true
	end
end

Thank you very much to anyone able to give me some help!

Why not store kills in a table? Then when the game is over you just discard the table