I would not agree with this, because by this logic, any L-shaped level is non-Euclidean because the shortest path is not straight.
In fact, any bounded “space” already violates Euclid’s axioms, as you can e.g. find two lines that are not parallel in the “infinite extension”, yet nowhere cross within the space. So just reducing the plane to a rectangle’s contents already is breaking Euclid’s axioms.
I think the issue is different ways of interpreting “non-Euclidean” - a mathematician typically means by non-Euclidean geometry not anything that violates some of Euclid’s axioms, but something that violates them in a rather specific way: only the parallel axiom, and in a rather “deterministic” way (i.e. either there are no parallels, or infinitely many, no matter which point and line one starts from). However, it is quite clear that most game worlds violate Euclid’s axioms in some ways or another, thereby it is technically not wrong to call them non-Euclidean. Yes, even Quake… with its floating point inaccuracies making Euclid rotate in his grave :)
BTW, as for gravity lines crossing - this is even already the case in the very first room of the game.
However, IIRC if you move the platform A, go around the hole to find a yet unmoved platform, and then go back, the platform A also becomes unmoved, so it is still not really the same thing…
This comes from the rule of the game “if you can’t see it, it does not exist”, which is derived from the same rule in Super Mario games. I.e. the moment you take the platform A out of view, it gets destroyed, and if you come back to its spawn location, it reappears there. Just like a Goomba which will reappear even if you allowed it to drop down into a pit once you leave and re-enter the section.
Implementation wise, doing the portals in the tile loader means the game code already “sees” only the universal cover, meaning everything in game is a standard 2D tile map based game, and e.g. distance functions work normally. So it could be seen as an Euclidean game with above visibility rule working on the universal cover and thus an infinite world - or maybe a tiny world that is built and destroyed around you as you go. To the player, and the way the levels are designed, it behaves more like a typical portals based game, except that you will never see yourself or duplicates of the same object at once.