Thanks to everyone who's played it. I'm glad this is going down well.
Ehh... count me among those who didn't find it much fun. 
That's a shame, but I fully understand.
The preachiness of SIMULATION was definitely something I was concerned about. I'd intended for the dialogue to be matter-of-fact enough that it wouldn't grate - that all moral judgements would be inferences on the part of the player rather than explicitly handed down by SIM. It's humbling to know that I could have done better.
The difficulty was a problem, because of course you're at the mercy of the engine's AI most of the time. I allowed the player to progress regardless of the scenario's outcome (which combined with the luck aspect feeds into the campaign's themes), because it's meant to be introspective. In the situation you describe, I felt that the possibility of the player being made to suffer the loss they were about to inflict on their enemy was a potent thematic device. But I was certainly aware that for some failures would be frustrating regardless of the lack of punishment.
Ah, well. That's the nature of experiments, I suppose. Fun wasn't a primary objective of the project, I'll admit, so to be honest I'm (very pleasantly) surprised there haven't been more responses like yours.
I'm dismayed you hit a bug at that part of the last mission, though. It's really the crux of the campaign. Could you send me a PM detailing the exact situation?
(Also - the techroom was a deliberate omission. I felt it cluttered the menu too much to be worth inclusion for a campaign 30-60 minutes long, and if you really wanted to get to it you could just press T.)
also, what's with the name?
The title has a bit of a double-meaning - several people have caught one or the other already. It refers to the idiom from Don Quixote, as well as the music used in the finale. Both relate to different aspects of the campaign.