It depends on what you're doing, but merely having 1000 objects is not actually that much for Construct - it's more than capable of handling that many objects. For example this blog post demonstrates that even old mobile devices can handle around 10,000 sprites on-screen and still hit 60 FPS.
If you're using performance-intensive features like Physics, then it may be a different story. But Physics already uses a C++ engine compiled to WebAssembly, so it's probably already about as fast as a native engine.
Perhaps the problem is the game design, if you're doing something inefficient like nested loops. It depends on your project and it's hard to say more without seeing exactly what you're doing, but Construct is definitely capable of handling 1000 objects smoothly.