In a world of irony, not working in graphics on Android would probably make your task more difficult, not easier. It's just not a text focused device.
With the Android requirement in place, I have to think LibGDX is probably your best fit. The only downside there is it is built around Eclipse ( Java IDE ), which is a pain in the ass. You can work in other IDEs, but that makes a lot of the learning materials more difficult, which presents a completely different pain in the ass. Eclipse isnt really all that bad, until it breaks, then it's a complete nightmare, especially for a new dev. If you decide to go the LibGDX route, ive done a tutorial series that should help you.
That said, working in Android doesnt force you to use Java. You could easily use one of the LUA engines ( Corona, Gideros, Dreemchest, etc... ) or any other number of cross platform game libraries. Even higher level tools like Construct or GameMaker would work, but I am not sure how free Android development would be.