Here's a quick video of a game I'm developing with my son. Its a procedural top-down(ish) Dungeon crawler in a similar vein to the latest Gauntlet game and Smash TV. The dungeons are generated using a cyclical dungeon generator as described by Joris Dormans. We use a number of pre-baked rooms of different sizes and careful placement of lights allows it to be seamless - or at least that's the plan. We've used a bunch of assets from the asset store including a few from Synty for the main Dungeon environment and also the characters. A few animation packs from Explosive, Kubold and ootii along characters to life. We also used ootii's motion controller for the main character and created some custom motions but coded our own system for enemies. Behavior Designer currently controls our enemies AI but may switch out to custom once we've nailed the behavior, although BD is handling it quite well at the moment. For VFX we're using packs from kripto289, Hardworker Studio, Archanor, Effectcore and others along with customizing some of these we have created a few of our own. Rewired for controls, Amplify Shader Editor for custom shaders, Cinemachine for camera control and a few other things I can't remember right now. Phew. Yeah, spent a few quid on assets over the years but putting them to good use. We're currently working on balancing enemy difficulty and procedural difficulty progression which is more difficult than it sounds.