Seems you are confusing geometry and topology here and in the description on GitHub... (geometry is a local property that is changed when you stretch the space and topology is changed when you cut/glue the space -- portals change the topology, not the geometry; in the "sphere" level you have the topology of the sphere but the geometry is Euclidean, not spherical. The geometry is Euclidean everywhere, at least from what I have seen so far)
Also not sure why you say it is "the universal cover of a massively twisted space"? This does not seem to be accurate either. (From this description I would expect a world in the shape of e.g. an annulus that always looks like an annulus, but the contents are different when you go around the hole -- this would be the cover of the annulus, and if you never go back no matter how many times you go around, that would be the universal cover (it is more fun with two holes as you get the full binary tell then); here, the walls also sometimes all change when you go around a hole)
A bit similar 2D portals were used in the 7DRLs by Jeff Lait (Jacob's Matrix was the first one IIRC and Vicious Orcs was another one), although he did not do that much with this concept.