Making a simple roblox feature request script

If you're trying to figure out what your players actually want, setting up a solid roblox feature request script is probably the smartest move you can make. It's one thing to have a vision for your game, but it's an entirely different thing to see how people are actually interacting with your mechanics in real-time. Usually, players have great ideas, but they have no way to tell you. They might get frustrated by a bug or think of a cool new item, but if they have to go find your Twitter or join a crowded Discord server just to say it, they probably won't bother.

By putting the feedback loop right inside the game, you're making it effortless for them. It's a win-win. You get a steady stream of ideas, and the players feel like they actually have a voice in the game's development. Let's break down how to actually build one of these things without making it over-complicated.

Why you need a feedback system

Honestly, the biggest mistake most new developers make is working in a vacuum. You spend weeks polishing a feature that nobody actually cares about, while the one thing everyone hates remains in the game because you didn't know it was a problem. A roblox feature request script acts as your eyes and ears. It's like having a suggestion box at a physical store, but way more efficient because you can sort the data and see patterns.

When you start seeing five different people asking for the same "double jump" mechanic or complaining about the same UI layout, you know exactly what to prioritize. It takes the guesswork out of your update schedule. Plus, from a community-building standpoint, it's huge. Players love seeing their suggestions show up in the patch notes. It builds loyalty like nothing else.

Setting up the backend with webhooks

Since Roblox doesn't have a built-in "suggestion inbox," we usually have to send that data somewhere else. The most popular way to do this is using Discord webhooks. It's free, it's fast, and you probably already have Discord open while you're working anyway.

Basically, when a player types their suggestion and hits submit, the script sends an HTTP request to a specific URL provided by Discord. That URL then posts a message in a channel of your choice. It sounds fancy, but it's pretty straightforward once you get the hang of HttpService.

One thing to keep in mind, though: Discord and Roblox have a bit of a rocky history. For a while, Discord blocked requests coming directly from Roblox servers because of spam. You'll often need to use a "proxy" service to sit in the middle. There are plenty of reliable ones out there that the community uses, or if you're feeling tech-savvy, you can host your own. The main point is that your script won't be talking directly to Discord; it'll be talking to a middleman who then passes the message along.

Building the user interface

You don't want this thing taking up the whole screen. A good roblox feature request script should be tucked away in a menu or a small button in the corner. You'll need a few basic components in your ScreenGui:

  1. A TextButton: This is what the player clicks to open the request form.
  2. A Frame: The main window that pops up.
  3. A TextBox: This is where the player actually types their idea. Make sure to enable TextWrapped and ClearTextOnFocus.
  4. A Submit Button: To trigger the script.
  5. A Close Button: Because nobody likes a UI they can't get rid of.

Keep the design clean. If it looks messy, people will think the game is broken. Maybe add a little character limit counter at the bottom so people don't try to write a whole novel in your suggestion box.

Writing the actual script

The "brawn" of the operation happens in a ServerScript. You'll have a RemoteEvent that links the player's client-side UI to the server. When the player clicks submit, the client fires that event, sending the text along with it.

On the server, you'll receive that text. This is where you have to be careful. You can't just take whatever the player typed and send it off. You need to check for a few things first. Is the text too long? Is it empty? Is the player spamming the button?

The code itself will use HttpService:PostAsync(). You'll format the data into a JSON table that includes the player's name, their user ID (so you know who to thank or who to ban if they're being annoying), and the suggestion itself.

Why filtering is non-negotiable

I cannot stress this enough: you must filter the text. Roblox is very strict about their "Safety and Civility" rules. Even if the text is going to a private Discord server that only you can see, you are technically still "displaying" or "processing" user-generated content. If you skip the TextService filtering, you're risking a moderation action against your game or your account.

Always run the player's input through TextService:FilterStringAsync(). It's a bit of extra work, but it's way better than getting your game deleted because someone decided to type something they shouldn't have in your suggestion box. It also keeps your Discord channel from getting filled with junk you don't want to read.

Dealing with spam and bad actors

If you leave your roblox feature request script wide open, someone is going to try to break it. It's just the way things are. Some kid will get a macro and send 1,000 requests in five seconds, which will probably get your webhook blacklisted.

To prevent this, you need a "cooldown" or "debounce" on the server. Don't just rely on the client-side button being disabled; exploiters can bypass that easily. Instead, keep a table on the server that tracks when each player last sent a request. If they try to send another one within five or ten minutes, just ignore it and send a little message back saying, "Hey, slow down!"

It's also a good idea to check the length of the string. If someone pastes a massive script or a huge block of text, it could break the formatting of your webhook. Limit it to something reasonable, like 200 or 300 characters. Most good ideas don't need more than that.

Making it feel polished

If you want people to actually use your roblox feature request script, it should feel nice to interact with. When they hit submit, don't just have the window vanish. Show a "Success!" message or a "Thank you for your feedback!" note. Maybe add a little sound effect or a smooth tweening animation when the frame opens and closes.

These small details might seem irrelevant, but they make the game feel "premium." It tells the player that you care about their experience, not just about the data they're giving you.

Organizing the feedback you get

Once the suggestions start rolling in, you'll realize that having a raw list of text in Discord is a bit overwhelming. If your game gets popular, you might get hundreds of requests a day.

I've found it helpful to have the script include the player's current "Level" or "Playtime" in the message. If a player who has 50 hours in your game says a mechanic is boring, you should probably listen to them more than someone who just joined for two minutes. This helps you filter through the noise and find the high-value feedback from your most dedicated fans.

Wrapping things up

Adding a roblox feature request script isn't just about the code; it's about opening a line of communication. It turns your game from a static project into a living, breathing community. It's honestly one of the most rewarding parts of development—waking up, checking your Discord, and seeing a brilliant idea from a player that you never would have thought of on your own.

Just remember to keep it secure, keep it filtered, and most importantly, actually listen to what they have to say. There's no point in having a suggestion box if you never open it. If you build it right, your players will practically write the design document for your next update for you.