2D lighting system in motion

I added a funky algorithm to draw soft shadows without blurring everything, colored lights and a few other things.
Watch it in HD!

Watch it in HD!

Lighting system for Cavery

Light (and darkness) will be an important part of Cavery. I want the player to feel small and vulnerable; most of the screen will be covered in black. That's why I'm working on a 2D lighting system. It's based mostly on shaders at the moment. All rendering is made by libgdx, of course!
That's the visible geometry (not covered by shadows):

First, I'm calculating visible area (using straightedge library, don't know if I'll stick with it):
Then I'm blurring it a bit to make the shadows softer and more realistic. Notice how they get softer with increasing distance from light source.
Then I'm merging it with the original geometry with a little bit of additional effects (edges catch light, see it?).
I'm pretty satisfied with the outcome. What do you think about it? Oh, and there's another one version, where objects are hidden in shadows, only their edges catch some light):

New game in the works!

I forgot to post it here, but it's official: I'm working on a new game! Some random keywords: cave exploration, darkness, vulnerability, suspense, equipment, discovering the unknown. I'll call it Cavery for now. Keep an eye for updates!

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