Made by Selminha

Workshop Defense: the villains are coming up the road

A landscape tower defense in the Steel Flames junkyard: four heroes with levels, scrap barricades, twenty waves with bosses and a points-based Top 5.

StrategyAction
–no ratings yet

Game area

A junkyard at dusk seen from above: a dirt road loops around a pile of cars up to a sheet-metal workshop with a lit garage door. In front of it, the turquoise dragon hatchling Lume breathing fire, the boy Kiko on roller skates throwing a wrench, the huge Bruto Vale with fists raised and the mechanic Dália in a red bandana welding a barricade of tires; up the road comes a crowd of ragged thugs led by a man in a hat and duster. Sparks, string lights, a crane and a radio tower behind.

Workshop Defense

The game loads right here — no download needed.

In every Selminha game: P to pause · M to toggle sound · SPACE or tap to start
Browser · Phone and computer

About Workshop Defense

The Foundry wants Dália's workshop — the only furnace in the scrap city it doesn't own yet — and the Executive sent his thugs to take it. The junkyard road comes in at the corner, loops around the car pile and ends at the door of Dália's workshop — and that's the way the Executive's thugs come, wave after wave: smelters, gunners, bikers, the Shields, and every fifth wave one of the four bosses (the Tamer; the Driver, who plows through any barricade; the Warden; and the Executive in his exosuit). You have four heroes, one of each, to place in the spots along the road — and every blow really lands on screen: Lume breathes a fireball that explodes over an area and leaves villains burning; Kiko throws his wrench from afar and switches to kicks and punches when a villain gets close; Bruto punches and kicks hard, and the villain either goes down or gets shoved back down the road; Dália repairs the barricades around her and fights if they crowd her. Heroes always face the nearest enemy. The road points take scrap barricades: tires only slow enemies down, while crates and cars block the way — villains stop to break them, and that's when your heroes pay off. The Driver plows through any barricade. Every downed villain turns into parts; every cleared wave pays a bonus, and calling the wave early pays extra. You start with 150 parts and get 60 seconds between waves to set up; parts upgrade each hero up to level 5, replace barricades and repair the workshop (+1 health for 120 parts). The workshop has 10 health; every villain who reaches the door takes some (regular 1, Shield 2, boss 3, the Executive 4). A wave where nobody gets in pays the full bonus; one where anyone gets through pays half. Clearing wave 20 saves the workshop and ends the game with a win; every wave comes in heavier than the last. Your score is posted to the Top 5 leaderboard, along with how many waves you held off.

In Selminha's words

“Tower defense is the game you start "for one wave" and put down an hour later. I wanted one with our whole crew on the field — each hero the way they are: Lume burns, Kiko throws, Bruto punches, Dália repairs — and the villains coming up the road we already know, right to the workshop door.”

How to play Workshop Defense, and tips for a higher score

  1. Tap a card at the bottom (Lume, Kiko, Bruto, Dália, Tires, Crate, Car, Repair), then a dashed spot (hero) or a point on the road (barricade). On a computer, keys 1 to 8 pick the card; right-click cancels.
  2. Tap a placed hero to see their range, UPGRADE (up to level 5) or SELL (60% of what you put in). Barricades can be sold too, for whatever strength they have left.
  3. You get 60 seconds between waves to set up; NEXT WAVE (or N) calls the wave right away and pays parts and points — the sooner you call it, the more. Every downed villain turns into parts; every cleared wave pays a bonus.
  4. Lume: an area fireball that leaves villains burning. Kiko: wrench from afar, a kick or a punch for whoever gets close. Bruto: runs up to the villain and lands a punch or a kick that drops him or shoves him back. Dália: runs to the damaged barricade, welds it up close and comes back; fights whoever gets close to her. Tires slow and wear out; crates and cars block (villains stop to break them). The Driver plows through barricades.
  5. The workshop has 10 health; whoever reaches the door takes some: regular villain 1, Shield 2, boss 3, the Executive 4. Repair (120 parts) gives 1 back. At 0 the game is over. No lives, no extra lives.
  6. Clearing wave 20 ends the game with a win; if the workshop hits zero before that, it's over. Your score is posted to the Top 5 leaderboard, along with how many waves you held off. P or Esc pauses; M toggles sound; F toggles full screen on a computer.

Heroes and barricades

Lume (60 parts)
Area fireball: hits every villain near the target and leaves each one burning for 3 seconds. Best against crowds stuck at a barricade.
Kiko (80)
Fast, long-range wrench, one target at a time; if a villain gets close, he skates over and lands a kick or a punch. Catches bikers before they slip by.
Bruto (100)
Runs from his spot to any villain in range, lands a punch or a kick right on him and comes back: the villain staggers and gets shoved back down the road, or goes down. Stalls bosses.
Dália (90)
Runs from her spot to the most damaged barricade in range, welds it up close (9 to 35 points per second by level) and comes back — and runs over to punch or kick any villain who gets close to her.
Levels
Each hero goes up to level 5 (more damage, range and speed); costs rise with every level. Selling returns 60% of what you put in.
Tires (30) · Crate (45) · Car (120)
Go on the road points. Tires only slow whoever passes and wear out with every villain that rolls over them (about six regular ones finish them off); crates and cars block — villains stop and hit them until they break. The Driver plows through any of them.
Repair (120)
Restores 1 health to the workshop.

One of each hero: four on the field at most. Broken barricades can be replaced.

Controls on phone and computer

Computer
Tap or click a card, then a spot or a road point · 1 to 8 pick the card · ← → move between spots · Enter places · U upgrades · V sells · N next wave · Backspace or right-click cancels · P or Esc pauses · M sound · F full screen · gamepad friendly: d-pad moves between spots, A places, X next wave, B cancels, Start pauses, Back toggles sound.
Touch
Phone sideways and in full screen. Tap a card, then a spot or the road; tap a hero to upgrade or sell. Pause and sound in the top-right corner.

Waves, bosses and leaderboard

Villains
Smelter (on foot), Shooter (hangs back and shoots barricades), Biker (fast), Shield (takes a beating and costs the workshop 2).
Bosses
Waves 5, 10, 15, 20…: the Tamer, the Driver (plows through barricades), the Warden and the Executive. They cost the workshop 3 or 4 if they get in.
Waves
Every wave brings more villains with more health. Clearing one with nobody reaching the workshop pays 16 + 5 × wave in parts (a wave where anyone gets through pays half); there are 60 s between waves, and calling the next one early pays up to 20 parts and 5 points per second left.
Winning
Clearing wave 20 saves the workshop and ends the game with a 20,000-point bonus. Every wave is heavier than the last: more villains, with more health.
Points
Every downed villain is worth twice the parts it drops (bosses more); cleared waves pay triple their bonus in points.
Top 5
Your score is posted to the site's leaderboard, along with the waves you held off, the villains you downed and the workshop's health at the end.

No lives, no extra lives: the workshop's health is what counts — and repairs cost parts.

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