Indie devs - how are you balancing your games with upgrade mechanics?
For games with multiple different upgrade routes and options available to the player, how are you balancing them 1) against each other, and 2) against the progression of increasing enemy difficulty?
I would guess the gold standard is "a lot of playtesting", but I'm assuming there must be lots of spreadsheets and maths and attempts to simulate different scenarios to get it roughly right first?
What systems do you use for this? What goes into making them?