The movement is buttery smooth and the push and pull between "big holes are easier to make and get more stuff" and "big holes are easier for you to fall down into" is a very excellent way to have the difficulty increase over time as you play and put more holes on the map. If you were going to spend some more time developing this I'd suggest a more varied background on the garden so you can kind of orient yourself and remember where you put certain dangerous holes as well as the icons of the stuff you're stealing be bigger and have more contrast against the background, as well as maybe having a variety of things you can still that have different point values.