Yeah, that's my point. It's not about how it will improve game design as such, it's about what gets you to concentrate on your papers and playtest; you have so much else more important to figure out about game design before an advanced event system and further coding has any bearing; can you truly tell me that you understand playable level design enough, mapping out parkour flow, item distribution, enemy patterns, damage/health/armor statistics, etc pp, from start to finish? Only few I'd believe. The prove is in the pudding, not a demo. This is the real deal, the bread and butter, not to be treated an afterthought, as it ends up so often, sadly. The right course of action depends on why you're really doing this, what you want to learn and exercise, what gets you quickest to the real matters, and what the real matters really are first. I'm not telling you about Construct as such, but the line of thought that guides your choice, what skills you need to work on before getting carried away in ambition that ends up just another demo not game, or another bad game with a rad event system. Getting real games done so you know games really, learning the most important lessons from many simple games, getting confident in the meat of games, no matter your choice, not having the wrong fixation factor in.