Yeah, I get the idea, but I found it much more frustrating than fun. While it's not completely luck, it does end up feeling like the upgrades don't really change much. My first couple of runs were very long and eventually the cost of the spin meant the "good" sections didn't really give me much to spend on further upgrades. The shield is nice, but the boost seemed to essentially just be a re-spin (maybe there was some consistency in how far it would go, but I never figured it out if so). I settled on only increasing the chance to win and nothing else, winning after about 3 runs with that strategy. I think if there were more consistent items (e.g. "advance to next (non-game-winning) section" or "temporarily remove the mild loss section") that would give the player a lot more agency over whether or not they can win. As-is, it seemed like the intended strategy just slowly bleeds your money until you hit the win or lose and try again.
For a couple of days work, this is a good project (although some background music would've been nice) and I think it only really needs another day or two of polish for it to tip over into "more fun than frustrating" for me.
Metagame cog 104/126