Hey, checked out your game. Here's some feedback! (TL;DR: Ambitious project, kudos for project completion, but small things may make big impacts in how your game is perceived)
Cool game, it definitely looks and feels like it has a lot of content. However, there are a few things that may hinder your app from gaining commercial success (if this is what you are aiming for). The first thing that stands out to be a bit amateur is the art/design. It looks like you are going for an arcade-feel, but the colors could be brighter, or could be more "flashy". The same goes for your landing page. You'll have to consult a professional artist on this, because I'm not an artist myself so I can't give great advice on how to fix this. Also in-game, the lighting is very stale, and doesn't seem as interesting. We actually made a similar 3D tetris game a few years ago: http://media.148apps.com/screenshots/500897011/us-iphone-4-fuzzy-cubes.jpeg You can see how to colors make the game pop out more and feel "exciting" (although our game had quite a few flaws as well).
In terms of the gameplay and UX, it seems like a standard 3D tetris design. However, some of the controls feel a bit clunky. One specific example is when swiping Left-Right, the object rotates on the Z-axis, where intuitively for me it felt like it should have rotated on the Y-axis (along the vertical pole). You can probably ask more people to see if they feel the same. Also, the Arrow buttons to move pieces felt like it should have activated on button Press, and not on button Release. I wanted to actually hold the button down to move it over more over multiple spaces, and it felt "buggy" when nothing happened when I placed my finger on it.
One last thing that stood out that could be better is perhaps an integration of an interactive tutorial. One thing about the mobile audience (or any audience for that matter) is that nobody likes to read. If you try playtesting this with real people and not tell them a single word how to play, pretty sure that 10/10 times they will not read any of the instructions and jump straight into the game. The other alternative is that they may press the instructions, but once they see it's a big page full of text, they'll close it immediately and go into the game. Mobile games NEED an interactive tutorial. This is one of the largest factors that led to our first game's lack-of-success.
Those were the major issues that stood out to me. If you get a professional artist to look at your web page, game menu's, etc., you might get some really good advice on how to make it look flashier/more exciting. The other problems will come up when people try to play your game. What will help verify if you're on the right track is if i you give it to someone, see if they can play it without confusion without any help. If you can do that, then you're set.
If this was your first project, you did really well. Programming a good 3D tetris is tricky, and a game like this not having bugs in itself is a feat. Anyways, thanks for sharing! Good luck!