Cool - I haven't really thought about how I'd do procedural generation for a platformer, I'd imagine it wouldn't be too difficult as long as you've worked out the parameters (how many tiles your character can jump, etc). I like level design too, but it's quite satisfying to just have a bunch of values you can fiddle with and then watch the results when you load the level!
I'm still currently doing enemy AI and loot, progress is a bit slow as I don't have much time to work on it over the next week. I would like to revisit the proc gen engine a bit later on though - I feel like the levels are a bit generic at the moment, they could do with a few more wildcards like non-rectangular rooms, big areas of cave, locked doors etc. If anyone's got any suggestions, shout em out!