Hello!
Thanks to a great deal of help from AL, I've managed to get my game together and running on Android instead of just Windows!
A little background:
I'm currently a senior at California State University, Fresno, and I am taking a beginning game development course that just started being offered this semester. For our course project, we had to come up with a game and build it using C++ and AppGameKit, so I decided to go with an Asteroids clone. Using AppGameKit was a
lot more simple than I expected going into the course, and I managed to write a Windows version of Asteroids in about 4 days (not solid days, mind you, but 4 days with other class work and jobs, so it's even better than that!). After some tweaks, such as switching from virtual resolution to using aspect ratios, and bug hunting, I'm about done and ready for release once I have some art (*ahem* non-stolen from Google images art).
My experiences with AGK:
Overall, great. The functions for sprites made life very easy, the documentation was clear for the most part since the function names are fairly self explanatory, the physics functions were pretty great and everything was very straight forward for working with. The sprite offset functions are amazingly useful, and the collision detection/sprite shapes work great. I actually don't think I ran into any issues where AppGameKit caused my app to crash, either.
While I'd hate to be negative, I know mentioning the downsides helps the developers pinpoint what could make things better, so here goes: changing a sprite position with agk::SetSpritePosition() turns off the sprite's physics velocity, which may or may not be intentional. This was easily fixed in my program since I made extensive use of classes, so I just saved velocityX and velocityY for everything, but worth mentioning. I believe agk::SetSpriteAngle() and agk::SetSpriteImage() also had the same affect.
I would also have loved a feature on the virtual joystick that limits which directions it's able to move. There may be one, but I didn't see it, so figured I'd mention it. With my game I only used the X-axis and ignored the Y-axis, but it'd be nice to restrict users from even being able to use the Y-axis if it's not required for the program.
The sound/music functions were great, however I would also have loved a playlist function where you can set music to start after the previous audio file has finished, and then loop back to the first once the list is exhausted. I also ran into an issue where agk:

layMusic(musicId, 1) wouldn't loop, so I'm playing around with that right now to see if I can't figure out how to make that work.
Overall I would say my biggest gripe is the square button issue. If there's a way to use sprites instead of buttons, that'd be awesome, but right now with rectangular images set to the buttons I still have weird bounding issues that I'm just going to ignore when I release the app for now >.>
Anywho, great engine! Here's a couple screen shots of what I've put together for the class taken directly from a Nexus 7, and it runs just as well on an HTC Incredible 2