Video Game is a part of the entertainment that grows rapidly every year along with the development of content and demand from players. To enhance the development of content, the game must be able to create a non-boring game atmosphere such as increasing Replay-ability, which is repeatedly and unique content produced to increase long-term enjoyment. One genre of games that can achieve Replay-ability is the Roguelike game, where the game relies on Procedural Content Generation as a container for games and permadeath systems. By providing Procedural Content Generation, game content that is created automatically and randomly can increase the value of Replay-ability. One algorithm that is part of the Procedural Content Generation algorithm is the Drunkard Walk, where this algorithm creates space and content from a game based on the direction the algorithm is going. Uncertain movements can produce random space and content. However, this method does not have much research in the development of procedural content generation games. Based on this problem, a Roguelike game was built that applied the traditional method of Top-Down Shooting and implemented the Drunkard Walk algorithm to increase the level of player satisfaction with the game they were playing. This game was successfully built and tested on 30 respondents to find out the level of satisfaction of respondents with the game that was made. The tested game is then evaluated with the Game User Experience Satisfaction Scale (GUESS) and gets a 71% (Good) result in its level of satisfaction.