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.
@Kerosene Thanks, but if I implement it in an actual game, people will accuse me of being too lazy to write levels (a common response I see with the trend of including roguelike elements in games).