How this fits into a game

A level is the skeleton. The sprite generator gives you the actors (a player, an enemy, a coin). The level builder gives you the stage they stand on. Together that is the bone structure of a game: a layout, a start, a goal, and things to avoid.

The export is a plain grid of tile IDs. Every 2D engine can read a grid: you walk it cell by cell and place a tile or spawn an object per number. That is exactly what the Godot tilemap CSV loader prompt does, and the same pattern works in Unity (a Tilemap plus a loop) and Phaser (make.tilemap from a 2D array).

Tips