Along the bottom portion of the interface, beginning with the picture of the orange heart and moving to the right, the objects are: 1: Castle Health, 2: Current Experience Pool, 3: Usually a button to undo the previous action (in this screenshot, a description of a portal), 4: Usually a End Turn button (in this screen shot, a portal confirmation button), 5: Current deployed cost over maximum deployable cost, 6: Current game level.
On the narrow brown row at the very bottom, starting with the button displaying multiple haniwa in the bottom left, and moving to the right, the objects are: 1: System Menu, 2: Character Deployment, 3: Level Up Characters, 4: Items, 5: Kizzu (Support dudes), 6: Music, 7: Advance the game level, 8: Select characters to recall from the field, 9: Current Gold, 10: Animation skip.
Game Mechanics Edit
Your task in Widenyo is to advance into Cross-cave and complete dungeons. This game goes on infinitely and has very little plot. There is a final boss of sorts, but you continue as usual after beating it. The only way to lose in widenyo is to have Mamatoto, your moving fortress, have it's HP drop to 0/5. Mamamoto can take damage in two ways: if a monster gets to the left side of the screen they will attack Mamamoto's heart and deal one damage (and then get killed by Mamamoto) or if a mushroom's counter reaches zero, it will explode and deal 1 damage to Mamamoto.
You start the game with a few characters at level 1. You take characters from the units tab and place them in one of the green boxes to the left side of the screen to use them. You can place and move characters on the same turn. Once you end your turn, the enemies will attack your characters or advance towards Mamatoto if no ally is in it's attack range; afterwards more enemies might spawn and then it's the player's turn again.
By killing enemies you get some experience. You can use this experience to level up your characters from the LV tab. Leveling up character increases their stats but also increases their cost. The combined cost of all your characters on the field cannot be more than the maximum Character cost value, so you can accidentally level up a character to the point that you can't summon them due to having a higher cost than the maximum character cost value. You can retreat allies at any time (even after they've moved and attacked) to lower you character cost total but then have to wait four turns to be summoned again.
When a character dies, they return to the units tab and also either take four of five turns of rest before they can be summoned again. After the enemies attack and before the player's turn starts, wind will hit all allies on the field and cause them to take damage. The damage your active allies take is equal to 2 at Cross-cave level 1 and increases by 2 every level. Because of this, it's impossible to keep characters at level 1 since at some point they'll die from the wind alone.
To advance in the game, click on the advance tab and Mamamoto will move forward one square. You can only advance once per turn. When you advance, new enemies that spawn will have a higher level (but enemies already on screen will remain the same level as when they appeared). The character cost maximum also increases by 25 every time you advance Mamatoto.
Several things can appear on the new tiles when you advance, these things are: enemies, a treasure chest, a hole, a crystal, a mushroom and a crack. Enemies that appear by advancing can be dealt with as usual. A crack can send you to one of the many dungeons that you chose by clicking on the crack. Once you choose a dungeon, a portal to the dungeon opens up in the cracks place. You must send the number of units indicated on the portal into it to get to the dungeon. These dungeons don't have character cost limits, so you can send people in who have a total character cost much higher than you would be able to use on that cave level. The dungeons level up with which floor you're on so the monsters in there get harder the higher level the cross-cave is at. In a dungeon you have a time limit to defeat all enemies. Whether you succeed or fail, afterwards you will return to the cross-cave level that you were on. Success in a dungeon gives you treasure or allies. When you return to the cross-cave, all characters that went into the dungeon have to rest for five turns.
To deal with the hole, crystal, treasure chest or mushroom, you must use the appropriate offspring of Mamatoto under the kids tab. To use a kid requires a certain amount of experience, which increases with cross-cave level. You can choose a kid that can take one to four hits before it dies (note that they do not have HP in the regular sense, a four hit kid can take four hits from anything before dying regardless of if it's from a kyan kyan that does 1 damage regularly or a higher level monster that does hundreds) the higher hits the kid has, the more experience it takes to summon it.
All kids can only get summoned to the far left column (as opposed to your units which can be summoned on either the first or second column from the left) and they will move three space forward per turn unless there's an obstacle at which point it will move the maximum number of steps forward it can move. There are three types of kids in the game: mushroom disposal kid Pakupon, treasure collecting kid Myuutan and hole filling kid Umemaru.
The crystal, treasure chest and mushroom all have countdowns. If the timer runs out for the treasure chest or crystal, then they disappear. If the timer on the mushroom runs out, then it will explode doing one point of damage to Mamatoto. If the treasure collecting kid manages to reach the crystal before the crystal's count reaches zero, then you will acquire a new character at random (until you collect all the characters that appear from crystals). If the treasure collecting kid reaches the treasure chest before it's timer reaches zero, then it will open the chest and give you it's content (usually money, sometimes characters).
If the mushroom disposal kid reaches a mushroom before it's timer reaches zero, then it will dispose of the mushrooms before it gets to explode. The holes don't have a timer, instead, every turn it's percent chance of summoning a bubble monster on the field increases. To deal with these holes, the hole filling kid must reach the hole. You can only have one of every type of kid on the field at any given time so it's important to use them well. Enemies will always attack a kid if it is in reach unless you have a character with a special ability to attract all attacks within the enemy's attack range.
If you lose by having Mamatoto lose all it's HP, then you get a game over and go back a few level and lose some experience. The place where you end up is filled with holes ready to send bubble monsters your way.
Some monsters (the skeletons) have the ability to attack the same turn they are summoned, this is a real issue for the kids, since (on rare occasions) you can have four skeletons summoned to the field on the same turn and instantly kill a four HP kid. The only real strategy against that is to have a character that attracts all enemy attacks on the field. You can get one by completing Haniho set of dungeons.
Items can be used to increase characters stats (such as HP and attack, or movement and % chance of getting two attacks in one turn) or allow them to use abilities once (if they need an item to use those abilities). The amount of items a character can equip is finite as your character has a limited equipment grid. You can shrink the size of most items by using money (acquired from beating dungeons and collecting treasure chest) to allow you to equip more items to that character.
Some characters have special abilities. One ability is hole trick, if you use one of these characters on a portal, then they will pretend to enter the portal and increase the number of characters in the dungeon. I'm sure there's a good way to use this, but I have no idea how this is useful. The only thing I can think of is that some dungeons are really narrow and having multiple characters (especially slow characters) can turn your movement from a sprint into a crawl since your allies can't pass through each other's squares (for some reason).