Your comments

I think it is happening in this type of example scenario (and not always, but once in a while):

1. 10 x 10 map
2. 4 rooms min 4 rooms max (always have 4 rooms)
3. Each room range in size from 2 x 8 on both sides

So in an example generation, I could potentially have one room that is 8 x 8, and one room that is 2 x 8, one room that is 2 x 3, one room that is 2 x 2, and the rest hallways. In other words, a very roomy cavernous dungeon.

The next generation could produce four rooms that are all 2 x 2, with a bunch of hallways filling up the rest. So a very snaking, maze-like dungeon.

This type of setup seems to produce a room with no doors once in a while. I think it would be good if there is always a check on each room so that it always gets a door no matter what the situation is.
Thank you, will play with it a bit. I do notice that sometimes rooms are generated with no doors at all, which would be an instant game-killer if the player or a quest item was spawned inside.

Please add a condition that each room MUST have at least one door. Thank you so much.
I meant make the size of each tile bigger to make the dungeon bigger overall without changing the absolute number of tiles.

Imagine a 10 x 10 dungeon where each tile is as big as an office cubicle. I want to make it into a 10 x 10 dungeon where each tile is as big as a house. Hope that makes sense. Thanks!