I tried my hand at a more traditional roguelike dungeon generator using this algorithm (https://roguebasin.com/index.php/Dungeon-Building_Algorithm). The results were more cave-like than I expected. It only uses rooms and corridors, but it doesn't really place them logically, only if it is right next to a wall.
I should try BSP dungeon generation next. It should give more "dungeon-like" maps.
https://roguebasin.com/index.php/Basic_BSP_Dungeon_generation
Decided to do more practice with procedural generation. For years I always put it off thinking it was too tough to make a dungeon generation algorithm, but then I decided that I could start of by creating Zelda-like dungeons given that the first Zelda game had dungeons using premade rooms that fit on a grid.
I wrote a simple dungeon generator in Java and here are the results. The generator does have a bias for L shaped dungeons though.
I'm nowhere near a weeb and I know next to nothing about this Utau software, but I really love these characters for whatever reason.
Wrist games NEED to make a comeback. There should be a wrist form-factor handheld console solely dedicated to these types of games. They don't need to be full-fledged games. Just have them be simple minigames as companions to full console or PC games, something like the Dreamcast VMU or the Japan-only Sony PocketStation and have it interact with a console or PC via Bluetooth, USB, or micro-SD cards.
Just please don't add any botnet features like GPS or cellular communication.