There's only one best arrangement possible, which requires two windmills at the back, four flowers, and three shells up front for defense. This wins on three, but loses on four. On four it stands no chance, as the enemy has three windmills, SIX flowers, and three shells.
A similar setup with one windmill, six flowers, and two shells (no time to gather the energy for three shells using only one windmill) loses on three without any cubes being destroyed.
How does the game determine the winner before the battle is even over, when maybe one cube has been destroyed? (On three it says "lose" when just one enemy cube has been destroyed.)
Pretty easy most of the way through, and thoroughly enjoyable, especially when I realized how the last level worked, and said "Yes, finally, a challenge!" 5/5
As soon as I read this - "Guide your little heros through this perilous magical land. They will gladly sacrifice themselves to get their king to safety." - I thought "LEMMMMMMIIIIIIIIIINGSSSSSssss...!"
@danielofgray - Black is the best solid background for these colors. It's probably the best background in general; it makes the colors stand out more vibrantly.
Agility training - The threat of a hurdle isn't really impressive, so we're just gonna have you run, jump, and duck until you break your leg or smash your face on one of these anvils. We figure you'll need a break then.
Did anybody else think of Stephen King's Dark Tower series as soon as they saw Gunslingers? I did, hence my Academy of Gilead full of level 30 Gunslingers and one Duelist (out of necessity; they don't always attack right without a melee unit).