This French comp game has a form of interaction I've never seen before and which I quite like.
It is a mad-lib game, in the sense that the primary interaction is filling in blanks that are then used in the rest of your story. The blanks include things like your name but also more important things like what special object you have.
This doesn't make for very good interaction itself. But what happens is after your choices are locked in, the game lets you pick between several 'implications' of your choices, and that's where the true agency lies. For instance, you can create a kind of menace in the dungeon that causes some negative thing to happen to you (I made an enormous burger that makes you fat). Once you select that, the game asks if the Enromous Burger can be defeated in combat or talked to (I chose combat). I ended up losing the game in the end (my girlfriend from the guild of assassins was killed by the burger so I was stuck later). With different choices, there would be an entirely different story.
The main storyline though is that you are part of a monastery where the prioress wants you to lie to the future queen to protect the monastery treasures. You decide to disobey by finding the legendary ____ of Saint ______ to help you.
Overall, it was fun. Because I made the choices, I didn't get as emotionally invested, but everything else was great.