My suggestion comes in 2 forms.
Bare minimum 3d boxes or very low poly models for use as static background objects - good for paralaxing etc.
The two castlevania examples show what I mean by this. Simple primitives with sprites attached as textures.
To expand upon this, form 2 is allow more complex models and maneuverability.
Allow these models to be used in a similar manner to my other 2 attached files. That game is made in gamemaker, the 2d sprite is still colliding with invisible 2d floor objects, the 3d models are done in a way to enable this perspective trick.
Not asking for lighting, normals/specular, animations, animated textures, collision boxes. Just basically background/foreground decoration to really raise the visual quality of games.
(If latter two attached files are supposed to animate)
Any 3D feature that involves non-flat surfaces makes it possible for objects to intersect each other on the Z axis. Correctly rendering this intersection requires a depth buffer, which we do not currently use. Depth buffers also do not support transparency, which is an essential feature for a 2D engine. This can be solved with advanced rendering approaches, but this is complex and goes quite a long way towards making Construct in to a 3D engine. Consequently due to our limited resources, and our primary goal of making Construct a great 2D game editor, we don't currently plan on adding any further 3D features. We may revisit this in the long term, but we cannot make any guarantees at this time.