I’m working on a roguelike where the levels are entirely procedurally generated, but the feedback from early testers is that the environments feel «soulless.» I’m using a standard Perlin noise algorithm for terrain and a basic dungeon-branching script for the interiors. How can I inject more «hand-crafted» feeling into the code without manually designing every room? Is it better to use a «modular prefab» approach where I design small chunks of interesting content that the algorithm fits together, or should I be looking into more advanced AI-driven generation techniques?