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The game has a single resource: cash. Cash is gained at rate of less than a second per gain by a calculation of how much garden area there is. Money is used to purchase defenses and walls.

Money is accumulated in a more continuous than discrete way. The player receives money for his garden size almost continuously seconds, rather than, say, every 10 seconds or longer. Thus money flow is meant to feel like just that… a flow… and not so much individual payments. This should prevent the player waiting around for money when he doesn't know when it will come.

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