nnk and Stefany, for your first game:
8: You seem to like taking these side star points (you also took two in your other game). While it can be useful, it prioritizes the center an awful lot. Taking this point here leaves your opponent R12 in sente, because it threatens to undercut this star point. Prioritizing the center in with the star point would be okay if it were important enough to offer your opponent that move, but in this game, I think it is not. I would prefer to play this move on the third line to emphasize territory and solid groups.
11: One usual rule of thumb for invading corners is to do it after the corner has extended in both directions, which is what your opponent just did. R3 at this move would be huge. Instead you play this shoulder-hit, and then tenuki from the response. One thing you could consider, is to run with that idea. If you use this shoulder-hit THEN invade the corner, white will be over-condensed on the bottom.
15: This is an elephant jump from K17, and leaves a weak spot in between. There are times when this is okay, but this does not seem to be one of them. J15 or K15 are safer, and still make territory/framework while threatening a followup invasion at F17.
16: When you see that elephant jump space, the first move you should consider is playing in the middle and separating the two stones. Even if H17 was split off from the top left corner in the ensuing fight, you would have the advantage in the fight, and likely get good recompense. Instead, you made the same elephant jump, with the same weakness. If you want to play a defensive move, F16 is safe and has better relation with your other stones.
17: Good. This is what happens to unwarranted elephant jumps.
18: I prefer G17. Less likely to get cut off, plus it gives you more stability with which to fight, if you end up doing so.
19: This is big and worth points, but not urgent. You were fighting, don't stop unless you're no longer in danger. While it is alive, G16 reduces white and threatens to cut off H17. As a result, it's worth connecting to it.
20: Big, but the fight is still more urgent.
32: This is inefficient. It forms an empty triangle, so it only increases your liberties by one, and it has no effect on black's liberties. To help this group, C13 is better. It increases your liberties, but reduces black's by 1. Black would have to run, and running would be harder.
33: I don't know if I could resist cutting at F14 and fighting =D.
37: When someone pushes your stone, reinforcing them is often most important. Jumping away this far leaves it to fend for itself, which means it can be picked on.
41: Elephant jump. The knight's move at P14 is better.
55: Good!
92: At this point, you have a lot of cutting points in the top left, and need to stop to defend them. As dmf says in the commentary, if you don't defend, B can cut at B15 and get something for it. Defending at B15 would fix everything.
131: Good!
Sorry, I know I tend to nitpick on really minor details. You both played well, and it was an interesting game to watch. The biggest weakness I would say is this: you often jumped too far (like with elephant jumps) and let your stones get cut off. There are a set of normal moves described on the Sensei's page for haengma (
http://senseis.xmp.net/?Haengma) that are meant to preserve connectivity. While some can be cut, they tend to be faster, and can only be cut conditionally. I know Janice Kim talks about these moves in her books, which I recommend, as they helped me a lot when I was a DDK (which I was, by the way, for a very long time). If it is important that a move not be cut off, consider moves like these. In the beginning of the game, it matters less if a stone is cut off, because it still has plenty of room to make a base, live on its own, or it can be sacrificed. However, if a stone serves a big purpose (like surrounding territory, cutting off weak opponent's stones, et cetera), try simple moves like these that help to provide connectivity. Sorry for rambling, but if you have any questions, let me know!