Hmmm, I do forsee a problem with that. I also forsee a few solutions:
You could check, every frame that the player moves, what the height offset of the ground is immediately to the left, right, front and back of the player. Then, if one of them is a large offset, nudge the player a bit so they 'fall' down the slope. This method will also make sure you get the right effect if the player walks off an edge. However, you'd have to make sure that only one of the four height tests produces this nudging result, otherwise your player could plummet at twice the speed if the ground on both his front and right (for example) is steep.
Or, you could come up with something more mathematical. You
could assign each square of the matrix a value within an array. This value would basically store the slope level within that matrix tile and which direction the player should fall in if he enters that square. You would then run a function or something that analyses each tile before the game begins.
Does this help?
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