I wanted to like Stranded, but overall it felt a little too hollow and frustrating.
The game is short, and while I have no problem with short games, this one is exceptionally short when you consider it pads out the time by making you wait whilst walking about very slowly, often having to reclick your destination multiple times (you randomly stop moving at least once on every screen, and there are many 'empty' screens where you simply have to move left or right to progress). I believe the point was to make your character feel small and the environment vast, but instead it leaves you feeling frustrated.
The game clearly wants to be art, and there is a mildly interesting twist to the end, but ultimately I feel the game didn't work as well as was intended. Firstly, the game would only launch in windowed mode for me (there could be a fix for this, I didn't take the time to look), which I felt this dimished the 'art' aspect from the beginning. I'm not immersed in the game if I can see my recycle bin and windows start bar, personally, and I wanted to be enjoying the games art, not getting distracted by the windows UI.
Also, by being a 'point and click adventure', I went in with expectations that the game falls short on. Now, this is partly my fault for wanting puzzles and such (and they're certainly not required, I love games like Dear Esther, which have no puzzles), but also this game sets up the expectation of puzzles. One room you get to early on has a large rune on a giant orb that dominates the centre of the screen. You then reach a room with many runes marked on the floor, including this giant orb rune. I spent a good ten minutes trying to click on it, drag it, get my character to acknowledge it in some way, then went back to the orb room to see if I could interact there. Nothing. The game doesn't expect you to interact, other than to walk into all the rooms over the course of the game and return to your ship to sleep imbetween. But there's an implication of a puzzle there, and I found that exceptionally frustrating.
As for symbolism and content of the game, I initially thought there may be a religious aspect to the game, visiting temples and paying respects, the ending certainly could support or challenge that, but I'm not certain the game has any particular deep meaning other than the mild twist ending. Loneliness is certainly a clear theme, but I feel that some level of interaction or design could have communicated this better and deepend the impact, as it stands it feels like a game that doesn't let you do much, rather than a poignant exploration of isolation.
The music is well done, and does add a great degree of atmosphere, the art is beautiful and minimal, the sound effects add to the feeling of being trapped and lonely... unfortunately it just doesn't really come together as a complete package very well, and I was left wanting.