I was reading this post yesterday and I had an idea.
Two people can say the same thing and you will react differently, because of the person who says it. Let's take a random example. Suppose you're a sports fan and you favor a specific club. Last night they played and they lost, because they were bad. If another fan of the same club comes to you and says they sucked yesterday, like they did the whole season you'll agree and maybe laugh about it together. If a fan of a rivalling club says the same, you'll probably go bash his club or tell him about all the the times your club won from his.
You could use something similar in a game like this.
Suppose you have a couple of scenes where you can go to and in of those scenes you can say "I would like to smear honey all over your body and lick it off". If she perceives you as a kinky/sexy man, she would react positive to that statement, otherwise she would slap you in the face.
You could use stats in the background to track how you are perceived. A technique similar to the stats in flash date-sims, but there it's just about raising your stats. This would be more like choosing different answers will determine different paths.
Suppose you have a romantic, a kinky and a funny reply. And all through the game you've chosen the romantic approach and at the end you choose a really rude kinky one. This will not go well. If you've choosen more of the funny replies, she'll think you make a joke and give a possitive reply. If you're the kinky type, she might follow your rude suggestion.
This would not make the game random, but will give better replay value, because you can build the way you are perceived in all scenes and you can unlock new stuff in the scenes.