Quick answer: Collect feedback from controller and keyboard players by capturing which input method each piece of feedback comes from, looking for input-specific issues like awkward bindings, missing remapping, UI that assumes one input, and control friction that only one group experiences, and serving both schemes well. The two groups hit different problems, so undifferentiated feedback hides input-specific issues.

If your game supports both controller and keyboard-and-mouse, your players split into two groups who experience the game through fundamentally different inputs, and they hit different problems. A control scheme that feels great on a controller can be awkward on keyboard, a UI designed for mouse can be clumsy with a gamepad, and a binding that works for one input can be missing or broken for the other. These input-specific issues produce input-specific feedback, which you will miss if you treat all feedback as one stream without knowing which input it came from. Collecting feedback from controller and keyboard players means capturing the input method, looking for the problems specific to each, and serving both control schemes well. Here is how.

The two inputs produce different problems

Controller and keyboard-and-mouse are not just two ways to do the same thing; they have different strengths, conventions, and failure modes, so they produce different problems. Controller players care about good gamepad bindings, button prompts, and analog feel, while keyboard-and-mouse players care about sensible key bindings, mouse responsiveness, and UI that suits pointer input. A design that serves one well can fail the other.

Consequently, each group hits issues the other never sees: a controller player struggling with an awkward binding a keyboard player never touches, a mouse player fighting a menu built for a gamepad. These input-specific problems are real but confined to one group. Understanding that the two inputs produce different problems is the foundation for collecting their feedback, since it tells you that a whole category of issues exists only for one input method, and that hearing about them requires knowing which input each piece of feedback comes from, so the input-specific signal is not lost in the average.

Capture the input method

To work with input-specific feedback, you must know which input it comes from, so capture the input method with your feedback and reports, tagging them with whether the player is using a controller or keyboard-and-mouse so you can see and compare feedback by input. Without it, input-specific issues blur into an undifferentiated stream that hides them.

Bugnet lets you attach attributes like input method to reports, so a bug or piece of feedback arrives knowing whether the player was on a controller or keyboard, letting you filter and notice when a problem clusters on one input. This turns input-specific feedback into something analyzable. Capturing the input method is the practical prerequisite for serving both control schemes, since an input-specific problem only becomes visible when you can segment feedback by input and see that a cluster of complaints comes from controller players or from keyboard players, which the attached input context is what enables.

Look for control and binding issues

The most common input-specific problems are in the controls and bindings themselves, so look for them, the awkward or unintuitive bindings, the actions that are hard to perform on one input, the missing or poor remapping support, since these are where each input's experience succeeds or fails. Controller players and keyboard players will each report bindings that do not work for them.

Remapping is a frequent theme, since players have strong binding preferences and a lack of good remapping frustrates both groups, while default bindings that suit one input but not the other draw input-specific complaints. These are concrete, fixable control issues. Looking for control and binding issues, segmented by input, is the heart of input-specific feedback collection, since the bindings and control feel are where the two inputs most diverge, and the segmented feedback reveals which control problems afflict controller players and which afflict keyboard players, directing your control improvements to the right input.

Watch for UI that assumes one input

A subtle but common input issue is UI that assumes one input, menus and interfaces designed around either a mouse pointer or a gamepad's directional navigation that become awkward on the other, so watch for feedback about clumsy menu navigation, since it often points at a UI built for one input and not adapted for the other. A mouse-designed menu can be painful with a gamepad and vice versa.

This UI feedback is input-specific, since the same interface that one input navigates smoothly the other fights, and the segmented feedback reveals which input is struggling with your UI. Good support means UI that works well for both. Watching for UI that assumes one input is an important strand of input-specific feedback, since interface usability is easy to get right for the input you developed on and wrong for the other, and the input-segmented feedback surfaces exactly where your UI serves one input at the other's expense, so you can adapt it to navigate well however players are playing.

Serve both schemes well

The goal of collecting input-specific feedback is to serve both control schemes well, using the segmented feedback to fix the controller-specific and keyboard-specific issues so neither group feels like a second-class citizen. A game that clearly favors one input frustrates the other group, who can tell the support is uneven, so addressing both inputs' feedback keeps both groups well-served.

This is especially important if your audience is meaningfully split across inputs, since neglecting either group's input experience neglects a real portion of your players. The segmented feedback shows you the state of each input's experience. Serving both schemes well is the payoff of input-specific feedback collection, ensuring the controller players and the keyboard players each get controls, bindings, and UI that suit their input, so that whichever way a player chooses to play, the experience feels considered and complete rather than adapted as an afterthought, which is what good support for multiple inputs requires.

Test both inputs and pair with feedback

Captured feedback covers the issues players hit, but pair it with deliberate testing of both inputs, actually playing your game on both a controller and keyboard-and-mouse, since input-specific issues are obvious when you experience them and easy to miss when you only develop on one input. Testing both inputs catches many problems before players report them.

The combination is strong: your own testing on both inputs catches the obvious input issues, while the segmented player feedback surfaces the input-specific problems across the conditions and play styles you cannot fully cover yourself. Together they keep both inputs well-served. Testing both inputs and pairing with feedback is what completes input-specific feedback collection, ensuring you both proactively catch input issues by experiencing each input yourself and reactively learn about the input-specific problems players hit, so that the controls, bindings, and UI for both control schemes are kept solid through both your testing and your players' segmented feedback.

Controller and keyboard players hit different problems. Capture the input method, find input-specific issues, and serve both schemes well.