Order of events matter. You'll want to set up the rays first, then do the raycasting, and then do the wall overlap highlighting. Plus you are using just one ray so there isn't much to see.
If you want some examples to mess with and get ideas from here are two.
First one uses a binary search to find the ray hit points. Then it loops over the wall tilemap and places light squares on every tile that overlaps a ray. If you get gaps between lit walls then you probably need to increase the number of rays.
dropbox.com/scl/fi/30gmdo3qc71oqmltzmzrs/ray_cast.capx
Second one is similar to the stepping idea I first described but it's tuned to step a grid at a time. Resulted in a nice fov view too, and walls are lit as a side effect of that. Again, there can be gaps if the ray count is too low.
dropbox.com/scl/fi/jcyk0b8qjzgrokxu0ti1y/ray_cast_tilestep2.capx
Either are decently fast. When you have loops in the event sheet you can make them a lot faster by avoiding picking inside then when you have a high iteration count.
Anyways, they provide some ideas to mess with. There are a lot of possible improvements with both but the satisfied my tinkering for the moment.