I'm not attacking Doorknob's design here. In fact, on paper the idea makes sense to me. In practise however, the effort it takes to memorise the enemies pattern is utterly disproportionate to the accomplishment I personally feel for doing so (memorising is a skill I'm not too good at, and one I don't value). Thus, I click the chicken, and enjoy the game. Problem solved.
Some RPGM games have a combat system I do enjoy, eg Roundscape Adoveria or Meltys' Quest. But comparing RPGM to Renpy here feels a bit unfair. Renpy games with combat systems I have played are Tales of Terrara and Raven's Quest, in both cases I feel rather neutral about them (the latter is too grindy for my taste though). My own game is due to get a combat system soonish. We'll see whether I can do better then
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
[of course, "better" here is a very subjective criterion].