This is neat and all, but procedural 2D level generation can be done really well just with simple heuristics, see Spelunky from 2008. And that can be built into the game and computed efficiently on the fly, not requiring an internet connection.
It has served as a good example to teach kids in my life about the scam of digital artificial scarcity employed by the game by making you wait for hearts or pay.
Edit: not to be confused with the Vaults floor*
Vaults are custom handcrafted rooms.
Being able to learn how the level generation works as a player is part of the experience of playing a roguelike game, so I don't think that's a bad thing though! Games with too much randomness and not enough structure can feel a bit samey
Then for Spelunky 2 there's the randomizer mod which randomizes almost everything. It pretty much never ceases to surprise you. Look up spelunky 2 randomizer on Youtube to see for yourself.