Feedback Forms
Feedback forms let you ask players what they think — a rating, a free-text answer, whether they’d buy the game, and an optional contact for a raffle — without shipping a separate survey tool. Forms live inside a project alongside your bug reports.
Creating a form
Open Feedback in the main navigation — it lists the forms of the selected project with their answer counts (the number next to the menu item) and leads to each form’s results in one click. New form creates one from the demo template. A form’s page has tabs: Results, Questions, Links, Raffle and Player privacy; above them, the status switch (draft → open → closed) and a short guide to sharing the form. Each form has:
- Questions — a rating, a free-text answer and a price-intent question from the demo template, up to five custom questions of your own (yes/no, single choice, short text, long text), and the optional contact and raffle-entry blocks (Indie and Studio). Every block can be switched off; the order of the blocks is fixed.
- Branding — the game’s name, an image, a wishlist link with its label, and the thank-you message shown after a player submits
- Settings — Game for children (the form never asks for a contact or a raffle entry, addresses parents and guardians, and its answers are never sent to the AI summary), how many days after closing the form the contacts are kept, and the privacy policy URL shown next to the consent checkbox (required before the contact question can be switched on)
A form can be edited while it is collecting responses; each edit is saved as a new schema version, so past responses keep the question wording they were answered against. The editor checks the form as you type and lists anything that still needs fixing under Save. Forms are in English — buttons and consent texts too; write your questions in English.
Links
A single form can have several links — one for “Next Fest”, one for your itch.io page, one
for a Discord announcement — each with its own name, UTM parameters, and visit/response
counts. Share a link directly or drop it into a page; every link points at the same public
page, forgelogger.dev/f/<token>. Links can be prepared while the form is a draft, but their
URL is shown only once the form is open — a link shared earlier would only tell players the form
isn’t open yet.
Public page and consent
The public page renders the form’s questions, asks for consent before collecting a contact
(an e-mail address or a Steam profile), and shows a footer with “Powered by Forge Logger” — a
measurable acquisition channel: a click carries utm_source=feedback-form, and a sign-up that
follows it is attributed on the account (users.utm_source).
If the form is open to children, contact and raffle questions are hidden and the consent copy is adjusted. See Privacy below.
In your Godot build
The plugin can open the same public page from inside the game
(ForgeLogger.open_feedback(link_token), see
Feedback form link), or show the form as a native
in-game popup (ForgeLogger.show_feedback(link_token), see
In-game feedback form) so players never leave
the game to answer it. Both are available on every plan and tag the response with the current
session and build, so you can see which build a piece of feedback came from.
Responses
The Results tab (and the Player feedback card on the dashboard) shows what came in. The Responses panel lists every submission with its answers, channel (web or in-game), build, and — if the player’s session is linked — playtime and whether they hit a crash. Export responses as CSV at any time.
Segmentation (Indie and Studio)
Break the response set down by playtime bucket, platform, or crash history to see, for example, whether players who crashed rate the demo differently from those who didn’t. Segments with fewer than 5 responses are hidden to avoid identifying an individual player.
AI summary (Indie and Studio)
Once a form has at least 3 free-text answers, Forge Logger generates a short summary with the recurring themes and a few representative quotes. Refresh it any time after new responses come in; it redacts anything that looks like a contact before it reaches the model.
Raffle (Indie and Studio)
Turn on a raffle to reward testers who leave a contact: set a prize, a deadline and how many
winners to draw. Players are offered the raffle only once these settings are saved, and Forge
Logger enforces the deadline on both the public page and in-game submissions. Draw winners from
the dashboard once the deadline passes and export the winner list; if a winner never answers,
redraw just that winner (with a reason) — the others keep their prize. The public page also
links to a rules page (/f/<token>/rules) that explains the raffle to players, with the
deadline in UTC.
Privacy and contacts
Collecting contacts is part of Indie and Studio. Player contacts are encrypted at rest and only ever shown to a project’s Owner or Editor. From a form’s Player data panel you can look up a contact, export all contacts collected so far, or erase a single response’s contact (or the whole response, including its quotes in the AI summary) — each action is recorded so you can show what happened if a player asks. Contacts are erased automatically once the form’s retention window passes.
Quotas
Feedback has its own monthly response quota — separate from your report quota, so a busy festival weekend never eats into your bug-report allowance. See pricing for the current limits per plan; going over the quota never drops a response — its answers stay hidden until you upgrade to a plan whose quota covers the month’s responses.
Related
- Ingest API — Feedback — the endpoints the Godot plugin (or your own engine integration) uses to fetch a form and submit a response in game; the public web page talks to the dashboard API instead
- Godot plugin — In-game feedback form