Panoply has it's own keyframe system tied to the next/previous user interaction (swipe), and the idea is to animate the panels and display artwork in a visually dynamic, layered style via the keyframes. The Panoply API is focused on these controls (there not much in the way of graphic controls that are exposed). You could have conditional content within each frame (controlled by whatever external system) to swap artwork or alter the text – Playmaker's Set Property can easily change the text in the captions, for instance – but the overall comic structure would be difficult to change at runtime (if possible at all...?) One option for branching narrative might be very short Panoply "cutscenes" between choice menus, but it is the classic problem of (potentially) being too slow to be a visual novel (there's a reason VNs put everything on one page with minimal interface), and too interrupted by menus to be an immersive narrative…. YMMV, and depending on your project, of course. It's not impossible, but it's kneecapping what Panoply is designed to do (If you are not interested in Panoply's panel animations, there are less expensive ways to display sprites and word balloons). Not saying you shouldn't try… but the pitfalls are known territory.