I meant "I thought I took a screenshot (but apparently not)"
:)
Yeah I totally getcha. I love proc-gen too and I absolutely understand wanting a better generator than it needing editing tools.
Ditto on your need for it as a dungeon generator. It just happens that this is also the only somewhat reliable totally normal house generator.
Either way, my comments are just that, wishes and dreams that you're free to disregard because they don't fit your vision of your own project. :)
An edit:
Oh yeah, that reminded me of a thing. Had to go find the thing again, and fortunately knew the breadcrumbs.
Introversion Software (Prison Architect) had originally developed a lot of framework for a game that ended up too ambitious and was cancelled, but they did a lot of work on city and building generation.
Main list of blog posts:
https://web.archive.org/web/20120504053028/https://www.introversion.co.uk/subver...
The building floorplan specific one:
https://web.archive.org/web/20120506213155/http://forums.introversion.co.uk/intr...
Helpful! Though usually it was just one floor that would be a little wonky, or even sometimes just one wall. I don't recall if I found those hotkeys in the keybind list, but I do remember fiddling with what I did find and not being satisfied.
In one case the placement of the stairs was almost almost perfect:

The "stairhall" is pretty useless (it goes down to the cellar/basement, occupies the largest room in the house, and isn't even redibly accessible from the kitchen), but the thing I noticed first was the useless corridor that would have worked perfectly if the stairs to the upper floor connected to it directly (basically mirror that 1x2 room and open it to the west instead of the north).
There was also this house, where the only way to reach the upper floors was via a secret passage (???). The other stairs go down into the basement. It also leaves that central room weirdly shaped.

Or there's this house where one room is only accessible via its two neighbors. Most houses don't do this, because it creates a bedroom-like space that has no privacy. That said, a town house my dad owns had a room like that on the 2nd floor: the stairs came up from below along the south wall, with bedrooms to the east and west, the central area at the top of the stairs being open to both exterior walls. Couple friends of mine in a completely different city an hour away had an identical layout, except it had a wall that separated that space from the stairs (creating a hallway), which allowed it to actually serve as a(n admittedly small, but still usable) bedroom or office.

This one's trivially fixable by splitting the living room in half vertically, then merging the left half with the room just above the entrance. It was the only thing wrong with it.
Additionally, as the ground floor stairhall was essentially the same, just 3 tiles tall instead of 2 (with a 1x2 bath in the remaining space), you could shift the stairs one tile north, which would let that stairhall be a 1x2 on both floors, creating room for another 2x2 on the lower floor out of its excess space, and adding a 1x2 bath on this level from the same.
Or you split that room above the entrance in half horizontally, turn the part with the doors into a hallway/corridor, and turn the other half into a bathroom that connects to either the hall, the living room, or both.
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I realize allowing more fine grained editing would be a fairly large task, but I honestly went looking for other applications that would do both random generation and editing, but I found... nothing. The only other random generators I found were worse (in all respects, and still didn't have editing) and applications that allowed editing were either very basic (visually speaking) or lacked other features (like different floors).
https://floorplancreator.net/ was the best. It's still lacks decent visuals (no textures, just solid colors, but also strangely high poly models, and in some cases, strangely small default sizes--like the toilets are a third smaller than the smallest possible in the real world). And while it had a 3D view... it didn't have roofs. So if a floor was smaller than the floor below it, it just left this gaping cavity. Also some other minor UX complaints, like inconsistent snapping or settings buried inside submenus, but overall a decent freeform editor.
My best is 8:22 (decided that that was good enough), and yeah, one timer is the best. There are two pin upgrades that incentivize only a single timer: one that gives 2400 multi minus 300 per timer (so, 2100) and Jupiter (?) that gives 2000 multi to the sand timer with the highest base time (if you only have one...).
This was the best I could do:

With an alternative way of moving one block out of the way:

Both of the yellow blocks here don't block any other block from moving (upper left one: entirely, you don't need to interact with it at all and it could be gray. lower right one: only in some positions including its initial position, it could be blue).
Not often I run across recursive games that do things well.
Unfortunately I got stuck on the first puzzle. The yellow piece I decided to attack as it was the one that looked like it would give me a progression path I couldn't complete. Two of its yellow bricks would do nothing and while I removed the third just fine, I still couldn't get the red block past the last vertical blue piece.
Very nifty, although I managed to get the human stuck with the horn (the intended path out was too tricky on the third jump, the space was too narrow) so I tried to progress without her hoping I'd find a solution. Ended up getting the three so far separated that I couldn't get them back together again.
I jettisoned 50 colonists to escape a black hole, then found 13 stowaways.
Upon founding a colony they erected a memorial to the 37 that didn't make it. Excuse me? 37? I most definitely dropped 50 corpsicles into a black hole. ALL OF THEIR NAMES BELONG ON THAT WALL.
(Also, how do you die in a building collapse on a low gravity world? Actually, scratch that, how does a building even collapse in this situation?)
Fly blind,* shut down,* fly through the protoplanetary disc, eject the malfunctioning probe, send an interspecies message, eject people to escape the black hole, don't change course for the sensor malfunction. I'll also always move on if any planet condition is red unless there's sentient aliens (then it's kind of a toss-up, biasing towards finding new endings).
After that, anything that threatens the crew is dealt with in the least-lethal way possible (shut down the rogue program, kill the dictator, make a hab for the premature awakenings, etc).
I will also always avoid damage to the landing gear over anything else, followed by database (science higher priority than culture, unless the difference is greater than 20), then construction equipment. Non-perfect landing gear means you take damage to everything else upon landing. Non-perfect construction equipment results in post-landing fatalities for each non-ideal condition. Yes, I prioritize the landing gear and construction equipment over the colonists due to the fact that it's a net-gain in post-landing population (hell yes I'll let 120 colonists die to the micrometeorite, 20% damage to the landing gear is easily 200 dead on/after landing).
*Unless the guaranteed damage is on a sensor and that sensor is healthier than average and I've already taken damage (that is, I'll always fly blind if its the first time I've seen the event).
Gonna start with this one. They named it Eden.
https://cdn.discordapp.com/attachments/870341956734169158/1190570027569647726/im...
Dangerous Animals is probably the biggest killer post-landing in the game aside from No Water or High Gravity.
https://cdn.discordapp.com/attachments/870341956734169158/1190571979212865596/im...
I haven't had any good-outcomes with natives yet. Only times I've run across industrial-or-later natives, my remaining colonists die post-landing. It's usually a not-so-great planet (eg. Trace water, but everything else is good, or I have damaged construction systems) or my colonists wipe out the bronze age civ in a brutal war.
Car definitely does not have enough horses under the hood. Everything felt sluggish and unresponsive and I never felt like I was chasing down people that were driving too fast, just sorta rolling around an empty city with my siren on running the handful of cars that DO exist off the road (crashing into them counted).
Presentation and art is great, but the game is a little on the weak side.
You had a similar base concept as I did, but condensed it down to a simple 30-60 second experience.
The only real complaint I have is that the attacks I had weren't actually numbered, so I had to just mash keys to activate the ones that were off cooldown.
Hilarious, but you can spawn new pins literally anywhere and if you spawn them up at the top you can sometimes get the bowling balls to fly, making it very hard for them to knock pins off.
Also, any pins that fall off the side due to physics while setting up pins doesn't cause your needed pins count to go up (so, actively harmful to yourself with no recovery).
Yup yup, the bow. There was no error message from the game, it died with the dump report and that was it.
Other items: Preserver, Belt of Balance, Moonstone Essence. Oh and demonologist iirc.
None of which shouldn't have impacted anything, as far as I know.
It was right at the end of a wave, though, last enemy (except the cosmic horror) dead. So it might've been an issue of timing between changing waves and dealing damage to the horror.
I blew it up again!
Pretty sure this'll be useless, but... https://pastebin.com/CFvCCh0i
Game crashed because I rapidly clicked "next turn" while some piercing damage cascade was going on. I meant to grab a screenshot, but didn't realize closing the stack dump window would make the game window also vanish. Was on Frozen Horror (Hard), should have resolved just fine, I think I just clicked next turn (maybe double-clicked?) as it was chaining that piercing damage.
Adding the Shapeshifter to this (Hard Sun Monestary). Ran across a pair of shapeshifters (I think it's the 3rd wave?) that BOTH had "damage cap 1" as their mutation and starting stats of 4/7 (I don't recall which was attack at the time, I think they were both 7 attack and 4 hp) and I only had three dice. There was no way to kill one and hp-tank the other, or have enough shield. Even with captured specters and a Sacrifice ability I don't think that fight was possible.
Damage cap of 2 or 3 would be more reasonable.