It highly depends on what you mean with a lot of choices; is it a lot of a choices that all branch in different paths? r is more a point system? Act like a dick, and you get more dick options?
The first one is very very time consuming, and if your a solo developer I would highly advice against it.If you actually want to make your choices matter, each branch needs to be disgustingly differently, so your development time gets pretty much multiplied by how many branches you got. For a solo developer maybe having 2 or 3 branches is still doable, but behind that properly not.
The latter one is less time consuming and actually a decent way to keep track of your choices by adding a value to future choices. A lot of visual novels use a system like that (some better then others), but it works decently well. Your story is quit linear, but what scenes you get during each segment often differentiate.
For the rest some tips for writing in general:
- Know the end of your story at the start This is much more important if you are going for a more grand over-looping story, then a character driven one, but even for the latter one knowing where you characters story is supposed to end helps a lot. (and personally making everyone your sex-slave isnt much of a story, but which is the main plot of more then half of the games on here)
- Create a backstory for your characters. This can really help in creating the starting arc for a characters story, or how they fit in your grand story. I often start with how their relationship is with the player, and go from there. For example; She lusts the player? Why? Because she is lonely and just misses the intimitacy. Why is she lonely? She got cheated on a while ago and hasnt find anybody since? Why hasnt she found anybody? She has male trust issues. And you got your opening arc; you build up trust not really showing any advances to her, she opens up to you and becomes more sexily aggressive to you over time.