Olson also discussed the critical reaction to Insanely Twisted Shadow Planet, which is currently all over the map. He believes the most polarizing factor was that the game didn't give "cut-and-dried, black-and-white goals." He says that was a conscious decision, to have a game with no words, text or dialogue.
As for the game being too short, Olson feels however short or long the experience was, the team wanted the game to be consistent throughout, and that the final product kept things tight. We can understand that -- it certainly left us wanting more.