A Nugget of Advice - Let Criticism Look Like Options, Not Obstacles
I have commented and posted about this in other places, but I will speak on it once again for the devs that are afraid of their hard work getting bad reception:
Sharing your work with others entitles them to their opinion, but it does NOT give them authority over yours. All criticism should be given an ear by virtue of extending your view through other's eyes, but only that which helps YOUR vision for the game should be given a try - it is your game the end of the day. You really cannot please everybody, and the closest you can come to it will most likely end with YOU being miserable - which is never worth it.
Naturally, critical feedback will start to build as more players come to your game - and it will probably reflect technical errors and the public's preferences more often than the actual quality of your game (I define a game's quality by how well it accomplishes what the dev intends it to, especially when they put their best foot forward). This feedback is largely helpful for the game quality if you take the time to understand exactly what it means and try to see how it will affect your vision. It is also important to take in the "unspoken heards" that accompany this feedback - if out of all reviews, no one says a thing about a certain feature or format (not error), you can assume that (1) they are fine with it or (2) it is not impactful enough on the playing experience to be a problem (for maintenance purposes). Either way, you get something out of it - a broadened perspective, if not an actual solution of improvement that brings you closer to what you had in mind.
So my central point is this: when you get reviews for your game, understand that no matter how they judge the experience of it, they are not taking your creative freedom - they are just giving you a new option.