My "Player" if flying to stratosphere when he is juming

There is my script for basic movement:

using UnityEngine;

public class WheelController : MonoBehaviour
{
    public float speed = 100.0f;
    public float jumpForce;
    public bool grounded;
    public int jumpCount;

    private Rigidbody2D _rigitBody2D;

    // Start is called before the first frame update
    void Start()
    {
        _rigitBody2D = GetComponent<Rigidbody2D>();
    }

    // Update is called once per frame
    void Update()
    {
        Vector2 movement = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));

        _rigitBody2D.AddForce(movement * speed * Time.deltaTime);

        if (Input.GetKeyDown(KeyCode.Space) && grounded)
        {
            _rigitBody2D.velocity = new Vector2(_rigitBody2D.velocity.x, jumpForce);
        }
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.CompareTag("ground"))
        {
            grounded = true;
        }
    }
    private void OnTriggerExit2D(Collider2D collision)
    {
        if (collision.CompareTag("ground"))
        {
            grounded = false;
        }
    }
}

I can’t be 100% sure but you may need to multiply your jumpForce with some sort of gravity. I’ve only done 3D games and use velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity); to ensure that my player returns to the ground after jumping. You can make this a variable that can be changed in the inspector to get the best gravity, BUT make sure your gravity is NEGATIVE.

You could also check out this video by Brackeys on 2D movement: