Nice.
I couldn't find the "Suspend Habeas Corpus, Build Gulag For Opposition" button, so I just had to win the normal way. After losing once, having followed my instinct on 'how a game like this is played'.
Good message! I like how you leveraged "how things work" and Skinner Box techniques in an unexpected manner to get player buy in.
Everything has an excellent 'tight' feel that compels action. Were your design decisions for timing graphic displays / screen transitions iterative, or is there some secret mathematical formula for how long a set of feedback should take to cycle based on wanting the player to feel (x)?
Small bug - if it's perfectly timed so that both conditions are met simultaneously, the player can get the win screen followed by the lose screen.