I assume that he figured as much as that he had to randomly rotate the tiles. I think there is more of a problem to:
Generate the maze in the first place
Make sure there are no empty tiles
Make sure that all tiles will have to be used (no sections not connected to the rest of the network)
No dead ends
Same number of bulbs for each generated puzzle (or at least about the same)
Only one solution exists (not sure if this is NEEDED, but probably the way it should be.
No loops
…
The code for jnetwalk was published, so hints could be in there, but it was a 4k game so he did some cheating I think.
Have not thought much about it, but I think you could create a big room and then split with a horizontal and a vertical line/wall at random places. Add 3 doors at random places on 3 different subsections of the walls. That way you can get to everywhere from everywhere. Then recursively subdivide the 4 new rooms the same way until it isn’t possible to subdivide anymore. Then you should have a maze with no loops and everything connected. You are looking for a network, so replace every path with a line and remove the walls. Just place the hub at a random place and a “bulb” at every dead end. Think that should solve most of the problems. Not sure if this would only give one solution, and number of bulbs could vary, so there might be a better way to do it, but it seems like a fairly easy way to create it. I have not tried to implement anything like this, just seemed like a fun challenge to figure out. Hope I didn’t overlook any problems with it.