There seem to be ways to use cycling links for any story format, but they work differently in Harlowe than in Sugarcube, etc. I’m most familiar with Sugarcube, for which you can find a bunch of ways to use the <> macro at Glorious Trainwrecks.
I’ve recently tried using several types of cycling links in one game – cosmetic links which can cycle endlessly, cycling links with an end point, and cycling links that determine actual variables and choices. The way links are differentiated isn’t automatically obvious unless you use some custom CSS to set a different class for each type of link and make them visually distinct. You can also change the animation they use to transition to make them dissolve or resemble a dial, among other things. Cycling links are a neat tool; you could definitely get some use out of them for the idea you’re describing.