That's right.
> No it never generates crossroads.
It can, but they're rare. It would be an easy tweak to make them more common.
> Despite saying the maze can be imperfect, I think they are wrong.
It always generates imperfect mazes. The code that does that is:
https://github.com/munificent/hauberk/blob/db360d9efa714efb6...
Basically, it removes all connections between regions that are already connected. Except there's a finite chance it will keep the connection even when the two regions are already connected. In other words, it adds known cycles.
> Anyway, it's kind of boring as maze generators go.
Yeah, it does produce sort of same-y results. I'm not currently using it because of that. But I also intend to reintroduce it back as one of the multiple algorithms my game uses since it can now mix algorithms together. If every dungeon used this style, I think it gets boring. But when you only occasionally run into a part of the dungeon like this, I think the very same predictability gives it a nice distinct flavor.
No it never generates crossroads. Despite saying the maze can be imperfect, I think they are wrong. Anyway, it's kind of boring as maze generators go. For example, in the 1980's, the first edition of D&D included a simple maze generator (i.e. pen and paper algorithm) that could generate dungeons like this one.