Hiding content is a pretty easy way to increase engagement and replayability. Though it comes at a cost of increased workload for you. You'll find that a player which would otherwise only play your map once, might try out each "upgrade" on a separate playthrough if they're engaging enough. Hero upgrades are definitely the right choice in most cases if you can stomach the extra work. After all, making hero abilities can be pretty mentally exhausting once you've reached a point where coming up with new ideas is hard.
On the flipside, a lot can go wrong with hero upgrades. If an upgraded hero is either more boring or weaker than the previous, then you may well put players off entirely. Here, customization is the safe route. You can't really go wrong with letting the player choose themselves.
TL;DR if you can be bothered with the extra work, hero upgrades. If not, customization is always a safe bet.
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Hiding content is a pretty easy way to increase engagement and replayability. Though it comes at a cost of increased workload for you. You'll find that a player which would otherwise only play your map once, might try out each "upgrade" on a separate playthrough if they're engaging enough. Hero upgrades are definitely the right choice in most cases if you can stomach the extra work. After all, making hero abilities can be pretty mentally exhausting once you've reached a point where coming up with new ideas is hard.
On the flipside, a lot can go wrong with hero upgrades. If an upgraded hero is either more boring or weaker than the previous, then you may well put players off entirely. Here, customization is the safe route. You can't really go wrong with letting the player choose themselves.
TL;DR if you can be bothered with the extra work, hero upgrades. If not, customization is always a safe bet.