That's a good point. I'll make a hot fix to scale back there difficulty a bit.
I'll also see about adding another way to make some gold separate from the encounters in case they get to difficult. But that will be in the next update on Friday.
another possible solution is to make upgrades into an activity, rather than a one time thing. perhaps each level of the upgrade could max at a set attribute value, and maybe even have a different animation associated with it.