The problem with VNs and choices is that it does not make the story stronger but weaker because you need to get away from a lot of thing in order to avoid a too complex story impossible to handle correctly.
I am working on a story since quite a long time but each time i try to put a choice i realise that there is so many good thing that i cannot do anymore.
I have one choice in the Dirty Snowball script so far. To divert to the new target (a comet, which astronomers have referred to as a dirty snowball). If you choose not to divert, the story doesn't happen (obviously, given the title). You complete the mission and return home with no problems--game over.
I have come up with a few other decision points which will hopefully make a difference (how damaged the ship is, who survives to help, what tools are available). There will also be a few interpersonal decisions.
In the Steampunk story, there will be a decision which will only give the illusion of choice. If you don't push a button, someone else will later--since the pushing of the button is important for the story.
In my star academy game, who you choose as friends, who you choose as lovers, and who can be both will make a number of differences in the MC's academic career.
I'm getting the hang of it!
Inspired by LoML, I'm going to attempt a science fiction version of The Canterbury Tales,. That one will be
difficult to steer from KN to VN.