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My "Roguelike Elements" reply was cut short by an ENTER miss-click.

What I meant to say was:

For dungeon generation, an algorithm I made for the mirrored / wrapping grid structure is used. It places, propagates, and connects rooms and corridors using grid-based procedural randomness, before filling in the gaps with "exterior" zones. Following this, entities, terrain and items are placed using their own sets of rules, before finally placing the entrance / exit at a random position, with the player atop it.