As someone who is kind of infamous for being harsh with criticism, I feel I should give some input from the assh*le side. Not justifying any harshness, just to show some of the perspective from this side.
Many RM games suck. There, I said it. There's also a LOT of very similar, very dull games, especially when you've been playing for a while, and especially early projects. We all have to start somewhere, we all have real lives and it's a hobby. There's many reasons why a game will be flawed or even broken, but when the player gets their hands on it, the result is there. Effort or not, newbie or not, if a game comes out boring there's nothing wrong with saying just that.
Some people who give crit are nicer. Some have lower or higher tolerances for rougher games. I've seen people generally enjoy games I considered a mess. Some people may be too harsh, there's no denying that. It's also important to distinguish between empty baiting to the tune of saying just "this game sux" rather than simple negative feedback.
I also feel it's important you can (and will) ignore criticism sometimes. Example: you make a game in a very short period of time and the testing and balancing suffers. Critics do mention the balancing is shot, and they are RIGHT even, but you can accept it as something that you admit is true but are unwilling or could not change. This can happen for many criticisms, especially when a game is already finished and you don't feel like changing anything anymore. They may be right or it may be an opinion, you can choose to ignore it. (But you can't really force others to).
There are also two distinct types of feedback, the more objective types such as poor balance, glitches, poor presentation etc, and stylistic or bias choices, such as the use of some types of humour, graphic styles, etc. I say many times "to me" or "in my opinion" simply because personally I don't enjoy that particular thing, not so much because it is WRONG, but it's worth saying because it inevitable colours my general attitude towards the game. In this case I would recommend what ratio of people comment negatively on an aspect, especially if you're a bit resistant to changing it. Sometimes it's just someone who hates that thing but the rest found it okay, sometimes it's the reverse. If you're not too sure, find more sources. (Though this aspect is hard in here since there are so many games as so little attention to give).
A slightly trickier aspect is the general attitude of the people who gives feedback. I'm generally sweary and ranty, and sadly to people one the receiving end that worsens the blow. I'm not sure there's a solid way to prevent this outside knowing the person, but keep in mind that the harshness or their tone may simply be how they are in general.
Some games are plain bad. Personally I'm pretty jaded and probably too demanding and I have a lot of trouble finding good aspects sometimes since I tend towards extremes. Sometimes it IS hard to find good things to say, especially in early games. Many times I've wondered if I should even bother showing my videos to the creators, expecting they'll just be butthurt. Sometimes they have been, and sometimes they have accepted it gracefully. Funnily, some of the ones I trash the worst are the ones who have taken it the best. Those are the ones that kind of keep me posting the videos.
When it comes to videos for feedback: remember video recordings are many times unedited and a stream of consciousness. Also remember the recorder is probably also trying to entertain an audience, not only the developer, so they may exaggerate their reactions for their benefit (heck, many times the primary focus is being entertaining and the criticism is just a side product). Just some things to consider.
Woah rant. I think that's enough. THO I ADMIT I'M KIND OF AN ASSBUTT cmon even then a lot of those games were really bad, what did you expect! XD
So yeah, you can ignore crit if you want, but I recommend listening for what you can salvage, and if you want, ignore the rest.