Unfortunately this is very demanding to run considering the whole 1000 rays per pixel strategy. You'll also notice slightly awkward corner clipping.
I highly suggest you only cast rays to vertices of walls for performance saves (https://ncase.me/sight-and-light/). (note: you will need to make custom code to identify walls/corners from the normal map. You could also brute-force it and treat every single opaque pixel as a square wall with 4 vertices, and then when initially loading the map for the first time, determine which pixels aren't consecutively connected, so you can "delete" redundant pixel corner vertices. There probably is a better solution since your map has a decent amount of surfaces that aren't simply flat rows/columns, but has curves, which won't get removed "properly", but this will still save you from casting a few ten thousand rays.)
Since you are using a pixel-art setup, I highly recommend you check out the palette shading strategies used here: (https://www.lexaloffle.com/bbs/?tid=28785) (you may also want to use the techniques in their part 3 that also makes the lighting "cooler" with flickers/dithering)