We've built a Tetris-like game for this jam, and at the beginning it was really difficult and counterintuitive to play. So we dug deeper on what's the problem, and we found there's a hidden world of things Tetris does to make the game more pleasant.

You can check it out here: SIRTET. It's a sort of reversed tetris in which you have to remove soil without disconnecting the entire block of earth, trying to always remove the top line.
The 7-bag
Most modern versions of the game use this mechanic to make things easier for the player. Basically, you start by taking the 7 tetris pieces, adding them to the bag of next pieces and shuffling it. Once the bag is empty, you repeat the process. This has two implications:
- Your most needed piece is never more than 13 pieces away in the worst case: 6 to finish the current 7-bag and 7 to reach the end of the next one.
- You will never see 3 times the same piece in a row.
Before we implemented this, we played entire games with not a single stick piece in over 100 pieces, or games with 3 square pieces in a row that made the entire thing impossible. Nowadays, every single commercial tetris game released uses some version of this. In some cases, it's a 14- or 35- bag to make it a bit less predictable.

In addition to this, your first piece of your first match is always a block or a stick, so that you can't disconnect the board right after starting, to minimize confusion.
The NES rotations
Rotating pieces is actually a tricky thing. If you would simply rotate each piece from its center of mass, you'd end up with a piece that is misaligned with the game grid. However, if you somehow rounded the positions to exact tiles afterwards, your controls would be counterintuitive. Which is why the rotations in most Tetris games are hardcoded to the ones in the NES version of the game, which is regarded as the most intuitive one, and the one used in tournaments:
| Real computed rotation | NES hardcoded rotation |
| - | - |
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The wall kick
The name is pretty describing. Basically, if your piece is close to a wall so that rotating it wouldn't do anything, the game checks if rotating would work by moving it to the right/left. You can see it in action here:

Most modern tetris-like games also implement this. There's even a long list of strategies you can use to save yourself from complicated situations.
Hope that was interesting! If you want to check out the game, it's here: SIRTET.