Here are the two games. Feel free to slap 'em on your webpage or blog.
I have the little "embed" code at the bottom of each page so you can put 'em on your page easily. If you're really anal about serving every durned file yourself, you could copy the SWF file into your own server-space by right-clicking and save-as-ing here and here, but there are a couple of reasons why it's better to just keep the game remote. . .
1. If I find a bug and update the game, you'll have the updated version automatically.
2. Someone else is footing the bill for the bandwidth.
So it's your choice.
One thing I did add on the advice of Shelly is a "start muted" mode because she wanted to add my games to her blog, but she didn't like how they made her blog noisy. If you look in that little "embed" code on each page, you'll see a little "mute=off" code. If you change that to "mute=on", then the game will start up muted and your blog won't play blaring arcade-music every time someone reads it.
Also you might note from Shelly's blog is that she resized the games. Both games are in an 11/8 Width/Height ratio, so if you need to make the game small for narrow blogs (like hers), it's doable.
So if you don't mind, please embeddamitize a game or two on your page or blog and let me know how it works. I tried to keep the amount of HTML to a minimum, so it's just a single EMBED. I just tested it on the latest IE, FF, Opera, and Safari and it worked fine on all of 'em.
Unfortunately it appears that the only blog where you can't embeddamatize a game is gamedev, as they filter the HTML before putting it up. You can, however, put it on your gamedev web-space if you have that.
Anyway, give 'em a try and if you have a problem lemme know. If it works out I'll probably put up a couple more gamelets for embedding.
Oh, and I also gotta recommend Mochibot. It's a server that gathers stats on Flash games. Basically you have an account where you set up your games. Upon setting up a game you're given a little piece of Flash code that you copy into your game. When your game runs, that piece of code calls the Mochibot server and it gets logged.
That way you can watch your traffic and see who's hosting your SWF file, which is useful if you're trying to control your game's distribution or (in my case) you just wanna see if your game can propagate faster than Half Life source code :)