Sadly there is no view rotation, so you would have to rotate each sprite seperately, and that's not good news for a tile based map.
It sounds like a cool idea though, isn't there a way to use bigger sprites instead of tile based?
Thing is, you could use a virtual rotation, offset and rotate each sprite according to the 'view' angle, but keeping the actual data in 2D format - so you'd translate the sprites to suit the view. If you did that with a tiled engine, well AppGameKit probably wouldn't cope too well with the sheer volume of sprites required, but having less, but bigger sprites would be workable. When rotating, and slotting the tiled map together, there would no doubt be issues with edges, like defects where the sprites overlap, or don't completely overlap. With bigger sprites this wouldn't be an issue. I think that would work out nicely with a big space environment - avoiding ships and asteroids, even big huge asteroids - stuff that would probably be rotated anyway.
Personally, if I was making a cybernoid game, I'd keep it 2D, maybe have the device tilt to control the ship, kinda like thrust. If I was making a 2D space game, with asteroids and enemy ships etc, even turn based - I'd use an array to control the sprites position, velocity, and rotation - then translate that to suit a rotated view.
Also, there's the option of drawing all the map in 2D, grabbing the image, then using that as 1 big sprite - I haven't tried grabbing the screen yet, I'm not sure how much it interferes with things. Would be ideal if they added ImageKit style commands, do paste images and tiles onto a backdrop sprite, then rotate it any way we want.
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