Thanks for helping out philfrei 
I was just looking at the specs - wow the screen resolution on those things are crazy. The Android emulator doesn’t even go that high! 
To respond to your feedback:
The textures were a bit pixelated for me but nothing too annoying.
To be honest I didn’t know screen resolution went that high on phones :). I tested it up to about the Nexus 4, which comes out looking ok. If screens are getting that hi-res, I think I’m going to redo the graphics. I’ve been meaning to redo the resolutions for a while so this is a good motivator.
A good amount of the GUI wasn’t aligned perfectly.
Good catch. I definitely need to go back through and clean up some of the UI work - it’s easy to get so fixated on the graphics themselves you stop noticing how it aligns with the rest of the screen.
I would have liked to be able to move the blocks left, right, and rotate them with touch controls.
You can swipe downwards to simulate the down arrow, but that’s about it right now. Touch controls on tetris like games is a tricky problem. I went through just about every android tetris game with touch controls I could find when I started this game and nobody seemed to have it working correctly. The best I found was one where left, right and down where touch controls but the rotate action was still a button in the lower right. I’d love nothing more than to kill off those buttons, but I’ve never been able to figure out how to go full touch controls. I think I’ll make a new thread about it and see if anyone else has some good ideas on this.
I was able to rotate the block for an infinite amount of time, if I recall correctly the block should eventually land regardless of if you are still rotating the piece.
I’ve gone back and forward on this for a while. On one hand having it rotate forever makes it a bit easier to land your piece, which helps compensate for the lack of vertical height on the board. However, it might just look silly after a while so maybe I should add a time-out for that 
I’ve recently started my own project with LibGDX intended for Android
Cool! Before you start, the most helpful article you could read (IMO) are these two links. It’s a great tutorial on screen size and aspect ratio from the guys who ported Clash of the Olympians to android:
our-solution-to-handle-multiple-screen-sizes-in-android-part-one/
our-solution-to-handle-multiple-screen-sizes-in-android-part-two/