Game area


Workshop Defense
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Selminha standard: P pauses · M sound · SPACE or tap to startAbout Workshop Defense
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: hunters, 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 exoskeleton). 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 strength for 120 parts). The workshop has 10 points of strength; 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; a leaky one 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 goes to the TOP 5 with the waves you held.
One of Selminha's ideas
“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 shoves, Dália repairs — and the villains coming up the road we already know, right to the workshop door.”
How to play Workshop Defense
- 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.
- Tap a placed hero to see its 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.
- 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.
- 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.
- The workshop has 10 points of strength; 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 life.
- Clearing wave 20 ends the game with a win; if the workshop hits zero before that, it's over. Your score and the waves you held go to the Top 5. P or Esc pause; 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. Holds 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)
- Gives the workshop 1 point of strength back.
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 pause · 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 ranking
- Villains
- Hunter (on foot), Gunner (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 leaky wave 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
- The score goes to the site ranking with the waves held, villains downed and the workshop's strength at the end.
No lives, no extra life: the workshop's strength is what counts — and repairs cost parts.
Tell us what happened, or what you would change. The message goes straight to Selminha, and the reply comes to your email.
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