There is a conundrum. I can give a fairly interesting, in my opinion, answer to the question from the topic title, but, at the same time I can't answer the question from the OP-post. What to do, what to do.
Well, I have next to zero experience with Android games, and I abhor touchscreen controls anyway. So I can't help you there.
That having been said, what I meant to convey, having initially entered this thread is that. Basically if you exclude Gameloft (which was doing mobile things explicitly mainstream, "big guys", way) from the general picture, then early (2002-2006, I guess?) "era" of J2ME gaming was basically a precursor to the indie gaming scene, only without the annoying fart-sniffing le auteurs, and, basically, keeping it short, playable, and the point. Moreover, contrary to flash games of that time, these were commercial products, and only few of them had demos, so developers generally tried keeping things fairly polished and playable. And, in contrast with handhelds of that time, stuff was strictly digital, so there were far lesser risks due to absence of physical distribution, thus incomparably more possibility to just do things your way. Anyway, the majority of those games are fairly unplayable from touch controls, I imagine, but in case you'll ever just want some bite-sized entertainment, that's both experimental (to varying degrees) and understandable (to varying degrees), I suggest you to try just ACQUIRING a number of random J2MEs from SOMEWHERE (there are a couple of collections hosted on archive.org, just sayin'), and just firing them up in KEmulator and just giving them a spin.
In other words, what I explicitly liked about those games was that there was a heavy skew towards a game as a proof-of-concept, a sketch of an idea, with just enough content, so it doesn't start to get old yet. You just start it, you possibly complete it once, you possibly say "neat", and you go play some other game without ever looking back. It was completely opposite of any le artistic pretension, any "getting your money's worth", any unimaginable nail-biting story, any gitgudding, anything that made you feel obligated to play. Well, Gameloft excluded, Gameloft just tried to hook you to play more Gameloft. Apart from that, the whole thing had this "free", strictly voluntary, vibe of sorts to it, I haven't really seen anywhere else in videogaming ever before or since.