I grew up on point-and-click adventure games, particularly the old Sierra ones. This reminded me of 'em and so I got it on the cheap since I've also got Proteus and Waking Mars.
This is more like Proteus than Waking Mars; it's about wandering, having no real point or distinct rhyme or reason. Everything is presented without explanation; you're stranded on a planet with no background and get to walk (slowly) through alien vistas to visit robotic temples without explanation. The artwork is nice, yes, as is the music, but none of it is groundbreaking, /especially/ if you're over a certain age and remember EGA and VGA adventure games of the late 1980s and early 1990s at all.
The problem here isn't so much the lack of explanation. This is definitely aiming towards minimalist 'art' and encouraging user interpretation (though I once had an argument with a collage artist that, since art is a form of communication, /something/ must be intended by all artistic design choices--if the artist completely abrogates the work of interpretation to the observer, then the artist is not communicating and could be doing absolutely /anything/).
The problem is the pacing.
This is quite possibly intentional.
Your little astronaut walks slowly. All the screens have to be backtracked. In one playthrough, there just isn't that much to see. In my playthrough, I wandered through all the available screens three times over to be rewarded with... well... let's just say a game over that had as little explanation as anything else, though in hindsight it was a good game over since it illuminated just a little bit more of the world the developers created.
Are there different endings? I don't know, and that's where the problem comes in. The manual encourages leaving the game alone and waiting for things to happen; something about how actions are static but the world is dynamic or something. That's fine, but even then the amount of time it takes for your character to walk from one side of the screen to the other is an investment that doesn't have much payoff. Is there any guarantee that if you leave it running for an hour and then come back and wait the one or two minutes it takes to change screens that you'll get something different? No.
I don't want to sound like an anti-art game philistine, so I have to compare this to other works. Proteus, which is equivalently aimless, rewards running around and backtracking by being immediately interactive. Starseed Pilgrim encourages exploration by hiding the backstory in rhyme. The Swapper gives you new things to look at, backstory, and moral dilemma without relying on kinetics or speed. The Endless Forest at the very least interacts with you, and its artistic bent is /anti-kinetic/. The Graveyard had you moving very slowly, but every step added to the story (and it didn't suggest that there was replay value in an attempt to become a time sink).
Stranded offers none of these things, and certainly does nothing to suggest that it has more to it. It almost seems to be given away by the tagline: "Do you know what it is to die alone, and so far from home?"
Seems like it is to shuffle around a bit and then, well, die alone in a godless universe and out of shake-n'-vac.