Editorial illustration: Dalo Is Finally Released: Myket and Cafe Bazaar

Dalo Is Finally Released: Myket and Cafe Bazaar

Dalo is finally in your hands

Dalo has been published on Myket and Cafe Bazaar. For me, this moment is more than the end of a task list: a game that lived among code, menus and tests can now reach someone who was not involved in making it. If you enjoy keeping several card games in one place, try Dalo. The official download links are below, so you can find the store listings directly.

A platform for several card games

I designed Dalo as a card game platform from the beginning. The aim was to add different games without rebuilding every foundation from scratch. Hokm, Joker and Pasur each have their own rules and feel, while sharing useful foundations underneath. Being in one application does not mean they should play alike. You can begin with the game you know best, then explore another when you feel ready. The shared platform makes room for that variety rather than replacing it.

From the first card to a complete experience

I built the reusable core first, then developed Hokm with AI opponents. Hokm became both the first game and a practical way to discover where the core needed more work. After that came the main menus, coins, skins and backgrounds. Those parts sit outside the match itself, but help Dalo feel like a complete game rather than a test scene. I later added Joker to the collection. Pasur was implemented by one of my teammates, and acknowledging that contribution matters to me. Different contributions and games meet inside the same project.

Release starts a conversation with players

I am Kian Paknemat, and I would like to know what feels clear when you open Dalo and where you need more explanation. A useful report includes the game you were playing, the screen you were on and what you expected to happen. If you encounter a problem, contact me through the website form or Telegram; please do not send passwords or sensitive account information. You can also follow the Bunny Circus blog and devlogs for future changes. The blog focuses on the game and player experience, while devlogs explain technical decisions in more detail. Release does not end development. It gives me a chance to choose the next improvement using real feedback from people playing the game.

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