How can I update UI Text score using PlayerPrefs.Getint() on startup?

Hello I’ve managed to get my PlayerPrefs.GetInt(); To successfully transfer to my 2nd scene, but what appears to be the problem on the 2nd level is that the score would be set default to 0 and would only got back to it’s playerpref int once another scorepoint is picked up. I’m not sure what I’m doing wrong or what I have missed.(Written in C#)

public Text CountText;
public AudioClip Pickup;

private int count ;

// Use this for initialization
void Start () 
	{
		count = 0;
		PlayerPrefs.SetInt ("count", count);
		PlayerPrefs.Save ();

	}
	
// Update is called once per frame
void Update () {
	
	}
	
	void OnTriggerEnter(Collider other) 
	{   //anything with the tag "pick me up" disappers on contact with the player
		
		if (other.gameObject.CompareTag ("PICKMEUP")) {
			other.gameObject.SetActive (false);
			count = PlayerPrefs.GetInt("count") + 1;
			SetCountText();
			float volume = 0.2f;
			AudioSource.PlayClipAtPoint(Pickup, transform.position, volume);
			PlayerPrefs.SetInt("count", count);
			PlayerPrefs.Save();
		}
	}

void SetCountText ()
	{
		CountText.text = "X " + count.ToString ();
	}

On my second level I have a script that is almost a duplicate to the one above, but with slight changes.

       void Start () {
	
		if(PlayerPrefs.HasKey("Test"))
		{
			count = PlayerPrefs.GetInt("count");
			SetCountText ();
		}

	}

After this second image I would pick up a coin and get the correct Int, but how can I fix it not displaying the right Int at the start of the second level?

I have realised my mistake, my apologiies.

if(PlayerPrefs.HasKey("Test"))
         {
             count = PlayerPrefs.GetInt("count");
             SetCountText ();
         }

Should have been:

if(PlayerPrefs.HasKey("count"))
         {
             count = PlayerPrefs.GetInt("count");
             SetCountText ();
         }