I am using Edgar in a dungeon crawler type rpg for android.
The design part of the rooms is still under development, at the moment I have generic rooms to test the functionalities. Most are just square.
There are different level graphs that load different types of levels: depending on the difficulty, the area of the map, if it is a level with a final boss, etc.
I have defined different types of rooms: generic, traps, treasure, puzzles, battle, etc, which load some room templates or others.
I have made tools to position decorative objects in the room templates according to the type of room, as well as traps, chests, lights, etc.
I have 'secret' rooms programmed that are loaded dynamically after generating the level graph.
I use fow on the minimap, which works really well.
For all this I use custom input tasks, custom tilemap layers structure, custom post proccess tasks, etc.
Level generated:
Custom Input
Custom Room Graph
And a random sshot