Jonathan Mellette
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In continuous use · 13 releases in four months

Encounter

A combat tracker for tabletop roleplaying, shipped as a native desktop application. It is the smallest project here and in one specific way the most valuable: it has the longest sustained release cadence of anything I have built, and every release came from someone using it.

Why it is on this site

The thing the bigger projects cannot demonstrate

Most of my portfolio shows construction — building something substantial, quickly, with real verification. Encounter shows something else, and it is harder: four months of iterating against a live user, in the room, week after week.

Thirteen semantic-versioned releases between March and July. Every single tag corresponds to a user-visible change — no version-number inflation, no releases cut to feel productive. Each one exists because someone hit a rough edge at an actual table and I fixed it before the next session.

That is the discipline a shipped product needs and a side project usually never develops: shipping small, shipping often, and letting real usage rather than your own taste decide what gets built next.

13releases in four months
100%of tags mapping to user-visible change
4months of continuous real-world use

What it does

Small and sharp

Tracks initiative, hit points, and conditions across an encounter, fast enough to keep up with a table that is already moving. Packaged with Tauri so it launches like an application rather than a browser tab, because a tool you open forty times a session cannot live behind a URL bar.

The Encounter combat tracker, round two of a seventeen-combatant fight

Round two, seventeen combatants, party in blue and monsters in red. Two details carry the whole argument of this page. The 2ND badges are second initiative counts — the same creature acting twice in a round — which is a feature nobody designs speculatively; a real DM asks for it at a real table. And the footer reads Enter: dmg · Shift+Enter: heal · Tab / Shift+Tab: next / prev — initiative, name & AC are all editable mid-fight. That is a tool built to keep up with a game already in progress, not a demo built to be looked at.