The replayability of a game (which is the measure of how often the game can be replayed without becoming an unengaging experience) is absolutely important to the development and design of the project. If the replayability is high, the game can double or triple in value, since it can be played again and again. The most recent approach for improving replayability of a game has been randomizing the content of the game, such that each playthrough of the game is unique from all other playthroughs. But the algorithms for randomization can be complex, and if not implemented with care, may randomize a game that is impossible to win or isn't engaging to play. Inspired by the design of the "Legend of Zelda" for the NES, we've assembled an algorithm that will procedurally generate a random dungeon for our game. The dungeon is an orthogonal data structure of rooms, each room connected with other rooms as a part of the critical path to defeat the game. The algorithm supports a system of distributing keys and locks, methods of increasing or decreasing the length of the dungeon, and an engine for decorating each room via templates. By randomizing the dungeon, we improve replayability by 200%. The algorithm will be featured in the game our university is submitting to the Indie Game Festival Student Competition this year.