I've made a bunch of smallish platformer prototypes that implement various gameplay bits or controls, but I've never made a platformer with Chipmunk end to end. Usually I get as far as basic character controls and then give up once I start trying to make graphics for it...
Just remembered that the portal rendering demo in Unity that I posted does not work on Windows due to a bug in translating the OpenGL-like projection matrix to a DirectX one.
We found a workaround eventually, but I never updated that demo. The portals we implemented for that game were hand placed assets, not fired from a gun. This allowed us quite a bit of freedom in what we could do with the portals like putting them on moving surfaces or a small portal that connects to a big portal and changes the size of things passing through. We also did crazy stuff like portals that fell on you making you go flying out the exit portal.
Another idea that I liked that got scrapped from the project was having gravity always be relative to passing through portals. If you connect to a portal on the ceiling, instead of flipping the player over and falling like in Portal, let them walk on the ceiling.
I might try to make a Windows build at some point during the contest, but maintaining cross platform builds is a huge huge pain. I'm not planning on using any platform specific libraries, so it's not out of the realm of possibility. OpenGL, OpenAL, Ogg, libPNG, SDL, etc.