After a certain point you essentially need to be buying tea constantly, simply because you can only buy 30 at a time. If tea prices spike... sorry. You're screwed.
Look, it's a good game. It just shouldn't fail you so quickly, especially on Easy. Let us play the game, dude! I don't want to have to do well, I want to have fun!
Shoot ghosts first. If you can, take down UFOs but they're not too hard to dodge. Sam is most likely to die; you can keep Argo safe from sharks and motherships by calling him (pay attention!), so the only real danger to him is the vultures (which don't do much damage). You can let the other vultures fly on past. Zombies are crazy tough but don't hurt TOO much. Best to ignore them until other threats are down, you can run through them all and only take one hit so just run back and forth.
It's a great shooter but the trophies are really boring. Interesting trophies give games like this replay value; Amorphous+ is a great example. For the sequel, instead of having three ranks of each trophy, why not make them unique, with some hard and some easy, and give them all their own individual bonus? For example, killing the largest homing enemy could give a 5% boost to Magnet, since that's kind of like homing.
The controls were just too lousy for me to enjoy the game. I wanted to, I swear. To put a tool away you have to click right back on the icon, not just in a black area? Navigating away from a close-up requires you to click in a precise corner? Items that at first show no sign of interactivity suddenly do at later points? It needs to say something like "I don't know what to do with that", etc.
For me, "Chaos" mode was the real game. You look at the board and try to figure out how the original was moved to get how it is. With "Patterns", too much time is spent shuffling the board into proper positions so you can make the move you want to make.