Finally got around to improving the lighting, with a more appropriate and dramatic torch lighting. Before it was constant light intensity per scanline (horizontal for walls/ceiling and vertical for walls). Now is more appropriate spherical attenuation around the player position (as it was in the original Odin project way back then).
This makes it look more like an actual 3D ray casting/tracing rendering, as the lighting behaves as though there were camera-correct ray directions per-pixel.
Also then added some flame-like light flickering to get more of the feeling of walking around with a tourch.