Pea Consult

Better Ideas. Greater Growth.

Pea Consult AS is a small software company in Drammen. We publish Android apps that do their entire job on the handset — nothing to sign into, nothing sent anywhere, nothing that stops working when a server does.

01

A short shelf, looked after properly

The company is registered at Skogliveien 17 in 3047 Drammen, and Per Erik Abrahamsen answers for what it publishes. The catalogue is deliberately small: an app is designed, drawn, written and released here, and then it is maintained rather than replaced.

Why the list stays short

Because every app on it has to keep working. That is a promise worth making only about software that does not depend on anything staying switched on somewhere else, which rules out a great deal of how mobile apps are normally built.

02

There is no server behind any of this

What an app needs to remember goes into its own private folder on the phone, which Android keeps sealed off from everything else installed. No account is created, no identifier is minted, no event is counted, and no advertising library is compiled into the build.

The consequence is dull in the best way. There is no database here to be breached, no retention policy to be argued over, nobody's data to be handed on when a company changes hands, and nothing that quietly expires the day a subscription lapses.

03 — published by Pea Consult AS

Emberfall

com.cinderplay.emberfall

A warm arcade game about catching light before it goes out. Embers of different colours drift down the screen and you slide a row of glowing bowls along the bottom, landing each one in the bowl whose colour matches.

It starts cosy and tightens: falls quicken, colours multiply, and a run of clean catches builds a combo that burns brighter the longer you hold it, until one slip returns it to nothing. Endless chases a score with a forgiving penalty, Rush gives you ninety seconds, and Zen removes the pressure altogether while still tracking your best run. Optional twists — embers that split, bowls that swap colour — wait for anyone who has got comfortable. Best scores and longest streaks are kept for every mode. It runs offline, in English and Norwegian, with no account and no advertising.

Emberfall on Google Play

The misses that were never yours to make

Strip a catching game down to its bones — one bowl, one row, no colours — and a floor appears that has nothing to do with skill. Two things land one after another. The gap between them in time is what chance gives you; the gap between them across the screen is what your hand has to cover. If the second is wider than the first allows, that pair was never catchable, by anybody. With arrivals falling at random and landing spots spread evenly, both gaps have known distributions — the distance between two random points on a line averages exactly a third of the width — and the share of impossible pairs comes out in closed form as 1 − 2/s + 2/s² − 2e−s/s², where s is how many embers arrive in the time it takes the bowls to cross the whole screen.

0.50embers per full crossing (s)
14.8%of consecutive pairs are impossible
6.8catches between forced misses
0.25 sto travel the whole width
0.33screens between landings, on average
10.2embers per second where it becomes a coin flip

Not on this panel: no embers, no bowls, nothing falling and nothing to catch. It also assumes you only start moving once something lands, which is precisely what a real player does not do — watching an ember on its way down is the whole skill. Take the figure as the floor under the game, not as a prediction of how anyone actually plays.