Apps and web tools.
The product catalog. Each entry below is designed, built, and operated by Mr. Jackdaw Company.
Native iOS. Pay once.
Workflow-fit apps. On-device processing.
HopStop
Your day, mapped.
A workday of appointments (each with an address) usually means manually looking up routes, reordering stops by hand, and re-entering addresses into navigation apps. The calendar already has the data; every other tool ignores it.
- Google Calendar and Apple Calendar integration
- Drive time computation across all stops
- Stop reordering
- One-tap navigation handoff
- On-device processing
HopStop connects to Google Calendar and Apple Calendar, reads appointments that have addresses, and builds a route. Drive times are computed across all stops; the day reads as a map, not a list. One tap hands off to a preferred navigation app.
HopStop starts from the calendar. The data is already there.
On-device. Freemium with a one-time Pro IAP.
Pounce
Strategic board game.
Placement games are typically solved by pattern recognition. Pounce adds a jump mechanic that introduces reversibility: a leaped-over tile is converted, and the jumping piece lands beyond it, swinging two tiles per move. The board turns over faster than it looks.
- 5×5 and 7×7 boards
- Three AI difficulty levels
- Pass-and-play multiplayer
- Blocked tile and jump limit variants
- One-time purchase, no IAP
Pounce extends the classic placement format. Players take turns placing tiles on a grid; the goal is to form a line. The jump mechanic is what makes it different: a player can leap over an adjacent opponent tile, converting it and landing on the far side, a two-tile swing per move.
Pattern recognition alone does not win, because early board positions stay reversible. Positional play matters; so does tempo.
Orrery
Procedural space exploration.
The player character is a descendant whose ancestral reason for travelling was lost; the direction was preserved. The game never confirms the lineage. Player and character share the same epistemic position, for different reasons.
- Procedurally generated star systems and ruins
- Layered reveal: orbital pass, probe, surface descent
- Resource economy: ship condition, probes, fuel
- On-device generation, no server required
- One-time purchase when it ships
A procedural exploration game for iOS. Each star system is generated from a seed: orbital bodies, moons, surface terrain, and ruins. The ruins encode something about who was there.
The reveal structure is layered: an orbital pass reads the system from altitude; probe deployment scans surfaces from closer in; surface descent puts the player on the ground. Choices across layers are consequential, because resources are finite and regenerate slowly.
Research tools for specific buyers.
A different commercial shape from the apps line: data-depth and SEO rather than on-device workflow-fit.
ChooseMyPlane
Mission-first aircraft comparison.
An aircraft purchase is a major financial decision for a private buyer. The research process is a mess of PDFs, forum posts, and broker opinions. Performance data is hard to compare because manufacturers report it differently. Operating costs are almost impossible to model without an accountant and a spreadsheet.
A mission-first comparison tool that normalises data from flight manuals and owner reports into a consistent schema, then lets a buyer filter by mission type, compare up to five aircraft side-by-side, and model total-cost-of-ownership with customisable variables.
The data layer reconciles inconsistent reporting standards across 200+ aircraft from 67 manufacturers: performance figures, fuel burn, range, payload, and cost components. The front-end exposes this through interactive range maps, side-by-side comparison tables, and exportable reports.
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