Need help with PlayerPrefs

Hello!
Im using c#, and i have this script. Note, that this is not the full script. I deleted all others, so it’s not so messy and you can read it easier ( I know, i have bad english knowledge ).

There are 2 scenes: MainMenu, and the Map.
This is the script in the Map, named PlayerControl. ( It will give you money by picking up but now i coded by pressing ‘‘A’’ key. ) When i leave ( escape button ) it goes to the menu. When i go back ( There is a button that drops the player to ‘‘Map’’ ) it doesn’t saves the players ‘‘money’’.

using UnityEngine;
using System.Collections;

public class PlayerControl : MonoBehaviour {
	
	    public int money;
	
	// Use this for initialization
	void Start () {
		PlayerPrefs.GetInt("money", money);
	}
	
	
	// Update is called once per frame
	void Update () {
		
	     if (Input.GetKeyDown(KeyCode.Escape)) 	{	
		            PlayerPrefs.Save();
			Application.LoadLevel("Menu");
		}
		 if (Input.GetKeyDown(KeyCode.A)) {
			        money = money + 1;
			PlayerPrefs.SetInt("Money", money);
		}
	}
	void OnGUI () {
		
		GUI.Label (new Rect (50, 75, 100, 30), "Money");
		GUI.Label (new Rect (150, 75, 100, 30), money.ToString());
	}
}

Thank you!

( Here is the full script, but im almost 100% sure that these are not required for saving )

using UnityEngine;
using System.Collections;

public class PlayerControl : MonoBehaviour {
	
		public	float accelerationofallstuff = 1;
        public static float nanometersinglerun = 0;
	    public int money;
	
	// Use this for initialization
	void Start () {
		Screen.showCursor = false;	
		bool showrewardsondeath = false;
		PlayerPrefs.GetInt("money", money);
	}
	
	
	// Update is called once per frame
	void Update () {
		
		accelerationofallstuff = Time.timeSinceLevelLoad / 20;
		nanometersinglerun = Time.timeSinceLevelLoad * accelerationofallstuff;
		
		   bool showrewardsondeath = false;
		
	       float deltax = Input.GetAxis("Mouse X");
		   transform.position = new Vector3 (transform.position.x + deltax, 0, 0);
		
		if (transform.position.x > 10)
		   transform.position = new Vector3 (10,0,0);
		if (transform.position.x < -10)
			transform.position = new Vector3 (-10,0,0);
		
	     if (Input.GetKeyDown(KeyCode.Escape)) 	{	
		            PlayerPrefs.Save();
			Application.LoadLevel("Menu");
		}
		 if (Input.GetKeyDown(KeyCode.A)) {
			        money = money + 1;
			PlayerPrefs.SetInt("Money", money);
		}
	}
	void OnGUI () {
		
		GUI.Label (new Rect (50, 25, 100, 30), "Nanometer");
		GUI.Label (new Rect (50, 50, 100, 30), "Time");
		GUI.Label (new Rect (50, 75, 100, 30), "Money");
	    GUI.Label (new Rect (150, 25, 100, 30), nanometersinglerun.ToString("F1"));
		GUI.Label (new Rect (150, 50, 100, 30), Time.timeSinceLevelLoad.ToString("F1"));
		GUI.Label (new Rect (150, 75, 100, 30), money.ToString());
		
		if (Time.timeSinceLevelLoad < 2)
			GUI.Label (new Rect (Screen.width /2 -50, 50, 160, 30), "Activating Nanobot");
		
		if (Time.timeSinceLevelLoad > 3)
			GUI.Label (new Rect (Screen.width /2 -30, 50, 100, 30), "Charging...");
	}
}

This doesn’t give you a compile error?! In your start method playerprefs.getInt has two parameters. Should be PlayerPrefs.GetInt(“money”)

PlayerPrefs.SetInt(“Money”, money);
PlayerPrefs.GetInt(“money”, money);

The keys are case-sensitive.