Video of me making the game:
http://www.youtube.com/watch?v=se2mi_kfUko
I'm far from an expert, but if you have any questions I'll try to answer them.
If you're looking for a GUI as opposed to a programming API, in addition to the fine options above, my startup (http://www.stencyl.com) also does this and is based on Sparrow (and Flash for exporting to the web).
However, I'll be realistic and say that if you're making an RPG, you'll find it much easier to build it by hand.
The basic version is free, so you can use that for development. When your game is ready to ship, you can upgrade your license to an iOS one and then convert and ship your game with it.
If you want to stick with XNA, there's an interesting project to port XNA to iOS platforms (http://rockethub.com/projects/752-exen-xna-for-iphone-androi...), and there's XNATouch too. I haven't looked into those yet, but if you complete your game on XNA, by the time you'll be done there might be a viable solution to easily port your game to iOS.
Check it out, and let me know if you run into any problems. It's not finished yet, but the first four courses will give you a good foundation. I should have the next two courses posted within a week or so.
We made a Monkey Island-style point-and-click (well, point-and-tap) adventure. It was a fairly complex project, but Cocos always felt empowering rather than limiting. Happy to answer any questions!
About the game: http://launchingpadgames.com/games/scarlett/
- Quickdraw