procedural-level.txt
Generate levels for my game: <describe the space — rooms? platforms?
a grid?>

Requirements:
- Seeded random, so I can reproduce a specific level from its seed.
  Essential for debugging a broken one.
- Guarantee it's completable. Say how you verify that, and what happens
  when generation produces an impossible layout — regenerate, or repair?
- Constraints, not pure randomness: <minimum gap, maximum jump
  distance, no dead ends, at least one of each pickup>.
- Difficulty as an input parameter, and explain what it changes.

Show me how to dump a generated level as text so I can look at fifty
of them quickly and judge whether they're any good.

Generate fifty and read them before wiring it into the game. Bad generators produce levels that are individually plausible and collectively identical.