Mathf.clamp Rotation question

Hello,
I am working on a 2d sidescrolling in which the player moves as a ball,
But the player’s image should not rotate as a ball, but should rotate a bit with the ball to match the path the is colling, so it acutally looks like it’s just walking over it instead of rolling.

Screenshot:
http://imgur.com/tVvCf6V

so i thought i would need mathf.clamp,
but how do i exactly implement it in this case, i haven’t used it yet,
so some help would be welcome!

try something like this maybe?

void OnCollisionStay(Collision collisionInfo)
{
    // check I'm colliding with the ground somehow
    if(collisionInfo.gameObject.tag = "myGroundTag"
    {
        // set my "up" to be the normal at the point where I am colliding with the ground
        transform.up = collisionInfo.contacts[0].normal;
    }
}