I think some people mistakenly think that brutally honest feedback is all good quality and necessarily useful because, hey, that’s their “honest opinion”. Not so (IMO). Honest, constructive criticism is not entirely negative, nor is it entirely positive. It balances negatives with positives.
Could be I’m thinking about this from the perspective of an employer/employee relationship, where employers may be interested in learning how to give feedback with the goal of increasing productivity, retaining good workers, etc. Of course, this [game development] is a different situation and relationship.
The point is, all feedback that is at one extreme or another is highly questionable - not only from the perspective of a developers, but also players or potential players. It’s hard to trust anyone that seems to put everything in little black and white boxes when maybe most things should go in a gray box, a multi-hued box, or perhaps don’t belong in any particular box at all.
The biggest thing that can make feedback not be as useful toward the goal of improvement is being vague, whether it’s skewed toward positive, negative, or is even neutral. Rhetorical question: if it’s too vague, how can someone (or a team of people) know what they should keep doing or change?
I just found this gem the other day, although it appears to be a very new site and doesn’t have a lot of content, perhaps it will be useful to have someone outside of GDevelop (as far as I know) who also has training in Game Design evaluate the games that are created with it.