How to Build a Roblox Feedback Script for Your Game

Setting up a roblox feedback script is honestly one of the smartest moves you can make if you're trying to grow a game that people actually want to play. It's one thing to look at your player count and wonder why people are leaving after five minutes, but it's a whole different ball game when you give them a direct line to tell you exactly what's bothering them. Maybe a jump is too hard, or maybe a specific shop item is overpriced. Without a way to collect that info, you're basically just guessing in the dark.

Most developers start out by just checking their group wall or reading comments, but let's be real—those are usually filled with spam or people asking for "free robux." A dedicated in-game system is much cleaner. It lets you catch the player's thoughts right in the moment while they're still playing.

Why You Shouldn't Skip This

You might think you can just wait until your game is "finished" to add a feedback tool, but there's no such thing as a finished game on Roblox. Everything is an iteration. By putting a roblox feedback script into your game early on, you're building a relationship with your players. They feel heard, and you get a free QA team that finds bugs you didn't even know existed.

Plus, it's just good practice. When a player sees a "Send Feedback" button, it shows them that the developer actually cares about the experience. It makes the game feel more professional, even if it's just a small hobby project you're working on in your spare time.

The Basic Components You'll Need

To get this working, you don't need to be a coding genius. You basically need three main parts working together. First, you need the User Interface (UI)—that's the box where the player types their message. Second, you need a RemoteEvent. This is like a bridge that carries the message from the player's computer (the client) to the Roblox servers. Finally, you need a Server Script to take that message and send it somewhere you can actually read it.

Most people choose to send this feedback to a Discord server using webhooks. It's fast, free, and you probably already have Discord open while you're developing anyway. It's way more convenient than trying to save data to a hidden folder in your game's DataStore.

Designing a Simple UI

Don't go overboard with the UI. A simple frame in the middle of the screen with a TextBox for the input and a TextButton to submit is plenty. You should probably add a "Close" button too, because nothing is more annoying than a menu you can't get rid of.

Make sure the TextBox has the ClearTextOnFocus property set to true, so players don't have to manually delete your placeholder text. Also, enable TextWrapped so their long rants don't just disappear off the side of the box.

The Importance of the RemoteEvent

Since the player is the one typing the message, the script starts on their side (a LocalScript). But a LocalScript can't send data to the internet for security reasons. That's why we use a RemoteEvent. You'll want to place this in ReplicatedStorage. When the player clicks submit, the LocalScript "fires" that event, handing the message over to the server.

Pro tip: Never trust the client. You should always do your checks on the server side to make sure people aren't trying to spam your system or send empty messages.

Setting Up the Discord Webhook

This is where the magic happens. A webhook is basically a unique URL that Discord gives you. When you send a "POST" request to that URL with some data, Discord turns it into a message in your channel.

In your Server Script, you'll need to use HttpService. This is a built-in Roblox service that lets your game talk to the outside world. You'll use the PostAsync function to send the player's feedback. You can even format it so it shows the player's username and their UserID, which is super helpful if you need to track down a specific bug they reported.

A Quick Warning About Webhooks

Roblox and Discord have a bit of a complicated history. Discord sometimes blocks requests directly from Roblox servers because so many developers accidentally (or intentionally) spam them. To get around this, many people use a "proxy." A proxy is just a middleman that passes the message along so Discord doesn't see it coming directly from a Roblox server. There are plenty of reliable ones out there, or you can host your own if you're feeling tech-savvy.

Dealing with Filtering (Don't Get Banned!)

This is the part a lot of people forget, and it's actually the most important. Roblox has very strict rules about chat filtering. Even if the feedback is only going to you and not other players, you must filter the text.

If you're sending unfiltered text through your roblox feedback script, and a player types something they shouldn't, Roblox's automated systems might flag your game. You need to use TextService and the FilterStringAsync function. This ensures that any "bad words" are turned into hashtags before the message ever leaves the Roblox environment. It keeps your game compliant and your account safe.

Preventing Spam with a Debounce

If you don't add a "debounce" (basically a cool-down timer), one annoyed player could script a loop to send you 10,000 messages in a second. That will get your webhook deleted or your game throttled.

You should set a limit—maybe one piece of feedback every 60 seconds. On the server script, you can store the time the player last sent a message. If they try again too soon, just don't fire the webhook and maybe send a little notification back to their UI saying, "Slow down! Try again in a minute."

Testing and Troubleshooting

Once you've got everything wired up, it's time to test it in the actual Roblox client, not just the Studio's "Run" mode. Sometimes HttpService acts a bit differently in the real environment.

If it isn't working, check a few things: 1. Is HttpService enabled in your Game Settings? (Go to Home > Game Settings > Security). 2. Is your webhook URL correct? 3. Did you remember to define the RemoteEvent correctly in both scripts?

If the message is sending but looks like a mess in Discord, you might need to tweak how you're JSON-encoding the data. The HttpService:JSONEncode() function is your best friend here. It turns your Lua table into a format that the Discord API can understand.

Making the Feedback Useful

Getting the messages is step one. Step two is actually doing something with them. If you start getting a lot of feedback, try to categorize it. Maybe use different webhooks for "Bug Reports" and "Feature Suggestions."

You could even add a dropdown menu in your UI that lets players select what kind of feedback they're giving. This makes it way easier to sort through the noise later on. There's nothing better than opening Discord and seeing a organized list of things you can improve to make your game better.

Final Thoughts

Building a roblox feedback script isn't just about the code; it's about making your game better through the eyes of the people playing it. It takes maybe twenty minutes to set up properly, but the value you get from it can last for the entire lifecycle of your game.

Just remember to keep it simple, keep it filtered, and most importantly, actually listen to what your players are saying. Happy developing!