Here are some thoughts following "The bootstrap problem":
In order to create multiple web games without ending up with more and more to do because the games need to continue to function on a changing web, I made sure to use timeless HTML and Javascript features for This Is (NOT!) A Car Club so I won't need to update the game as new trendy features come and old trendy features disappear from the web browsers. I also made the game independent of all external things - the game is just a folder of files and nothing more. It just needs a web server to exist on, then it works. Now, a thing that differs web games from PC & console games is that they need to be constantly hosted on the web, or they will stop working. This is a task that requires active work, compared to creating a game on an "eternal" physical medium and releasing it to the wild. And this work will only grow with every game I eventually create.
Usually I'm dependent on myself, my own tools and my own "infrastructure" for tasks like this, but for hosting HTML files on the web both for today's usage and for tomorrow's archival, I trust Neocities more than myself. They (or he, Neocities is one person called "Kyle Drake") talk the talk and walk the walk when it comes to web archival. Neocities sites don't disappear if the site's creator gets tired of their site, which can't be said of my personal web server that goes down if my local electricity does, and then goes up again only if my mood allows for it. That's why This Is (NOT!) A Car Club is on Neocities: So I can be 1000% DONE with one project, and start on a next one without any baggage from the last one. No maintaining cost, no bugfixing, no security updates, no extra downloadable content, nothing. This way I can over time build up my library of great art & entertainment that serves it purpose, without creating an organization or tiring myself to handle it.