A roblox feedback system script is basically the closest thing you have to a direct line of communication with your players. Think about it—unless you're hanging out in every single server 24/7, you have no idea if people are getting stuck on a level, if a specific sword is way too overpowered, or if your latest update just broke the entire UI for mobile users. Setting up a feedback system isn't just a "nice to have" feature; it's how you stop your game from bleeding players because of a bug you didn't even know existed.
Most new developers think they can just rely on the comment section on the game page, but let's be real: that place is usually a mess of spam and "pls donate" requests. A built-in system allows you to catch those thoughts while the player is actually in the moment. Plus, it makes your game look way more professional.
Why You Actually Need This
Let's be honest for a second. We've all played a game where something felt "off," but we didn't care enough to go find the developer's Twitter or join their Discord server just to report it. We just left and played something else. By having a roblox feedback system script ready to go, you lower the barrier to entry for communication.
If a player can just hit a button, type "Hey, this wall has no collision," and hit send, they feel heard. And you get a tidy little notification that helps you fix your game. It's a win-win.
The Core Components of the System
To get this working, you aren't just writing one long script and calling it a day. You need a few different parts working together. It's like a sandwich—you need the bread (the UI), the meat (the LocalScript), and the condiments (the Server script and the data storage).
1. The UI (User Interface)
First off, you need a way for players to actually type their thoughts. Usually, this is a simple ScreenGui with a Frame that stays hidden until the player clicks a feedback button.
You'll want a TextBox for the actual message. Make sure you enable TextWrapped and ClearTextOnFocus, so it's easy for them to use. Don't forget a "Submit" button and maybe a "Close" button for people who accidentally opened it.
Pro tip: Keep the design clean. If your feedback UI looks like it was made in five seconds using default MS Paint colors, people are less likely to take it seriously. Use some nice UI corners and maybe a bit of transparency.
2. The RemoteEvent
This is the bridge. Since the player is typing on their own screen (the Client), but you need that data to go somewhere permanent (the Server or a Webhook), you need a RemoteEvent. You'd usually put this in ReplicatedStorage and name it something obvious like "FeedbackEvent."
Scripting the Client-Side Logic
Inside your submit button, you're going to need a LocalScript. This script's job is simple: wait for the click, grab the text from the box, and fire it over the bridge to the server.
It looks something like this in your head: 1. Player clicks "Submit." 2. Check if the text box is empty (don't want to send blank messages!). 3. Fire the RemoteEvent with the text. 4. Clear the text box and hide the UI so the player knows it worked.
You should also add a "debounce" or a cooldown. You don't want some troll clicking the button fifty times a second and flooding your system. A simple 30-second wait between submissions is usually enough to keep things sane.
The Server Side: Where the Magic Happens
Now, this is where a lot of people get stuck. Where does the feedback go? You've got two main choices: Discord Webhooks or DataStores.
Using Discord Webhooks (The Popular Way)
Most Roblox devs prefer sending feedback directly to a private Discord channel. It's super convenient because you get a ping on your phone the second someone finds a bug.
To do this, you use HttpService. You'll need a Webhook URL from your Discord server settings. The server script receives the text from the RemoteEvent, packages it into a "JSON" format (which is just a fancy way of organizing data), and sends it off using PostAsync.
But wait—be careful! Roblox has strict rules about what you send off-platform. You must filter the text. If you send unfiltered player text to a webhook and it contains something against the TOS, you could actually get your game (or your account) moderated.
Using Roblox DataStores
If you don't want to mess with Discord, you can save the feedback inside Roblox's own database. This is a bit "cleaner" in terms of staying within the ecosystem, but it's a pain to read. You'd have to create an admin panel in your game just to view the saved feedback. It works, but it's definitely the "long way around."
Essential Safety: Text Filtering
I can't stress this enough: Filter your text. Roblox requires you to use TextService to filter any text that one player writes and another player might see (or that leaves the platform).
Even if only you are seeing the feedback, it's a good habit to stay on the safe side of the Roblox filters. You use FilterStringAsync on the server before doing anything else with the message. It's an extra five lines of code that could save your game from being deleted.
Adding "Anti-Spam" Measures
Let's be real—if you give players a text box, some kid is going to try and type a whole movie script into it, or just spam "AAAAA" until the end of time.
A good roblox feedback system script needs limits. - Character Limits: Set the TextBox.MaxVisibleGraphemes or just check the string length on the server. 300 characters is usually plenty for a bug report. - Cooldowns: Like I mentioned before, use a tick() based cooldown on the server. If the player tries to send another message within 5 minutes, just ignore it and send a message back to their UI saying "Slow down, buddy." - Player Age/Account Age: Sometimes devs restrict feedback to players who have been in the game for at least 10 minutes. This prevents "botting" where someone scripts accounts to join and spam your webhook.
Making the Experience Better for Players
If someone takes the time to give you feedback, don't just make the window disappear. Give them a "Thank you!" message. Maybe even a small sound effect. It sounds cheesy, but those little bits of "juice" make the player feel like their contribution actually mattered.
Also, consider adding "Categories." Use a TextButton or a dropdown to let them choose if it's a "Bug," "Suggestion," or "Question." This makes your life ten times easier when you're looking through fifty messages trying to find the one person who actually explained how to do the infinite money glitch.
Troubleshooting Common Issues
If your roblox feedback system script isn't working, it's usually one of three things:
- HTTP Requests aren't enabled: You have to go into your Game Settings in Roblox Studio and toggle "Allow HTTP Requests" to ON if you're using webhooks.
- RemoteEvent pathing: Make sure your LocalScript and ServerScript are both looking at the exact same
RemoteEventinReplicatedStorage. - Discord API limits: Discord will "rate limit" you if you send too many messages too fast. If your game gets 1,000 players at once, you might need a more robust way to handle the data than a simple webhook.
Final Thoughts
Building a roblox feedback system script is one of those projects that pays for itself almost immediately. You'll catch bugs you never saw, get ideas for features you never thought of, and build a much better relationship with your community.
Don't overcomplicate it at first. Start with a simple UI and a webhook. Once you see the feedback rolling in, you'll wonder how you ever managed your game without it. It's about making your game the best it can be, and who better to help you with that than the people actually playing it?
So, go ahead, open up Studio, and start dragging some frames into a GUI. Your future self (the one with a bug-free game) will definitely thank you.